LosRevealAll -> LosRevealWholeMap

This name is more descriptive.
And the plan is to split off the extra player value of the vector into
an own flag in the future, and LosRevealAllForAll would have been a poor
name for that.
This commit is contained in:
Vantha
2026-01-12 14:51:15 +01:00
committed by Vantha
parent d7eafb8c5d
commit 21a61721a7
15 changed files with 41 additions and 41 deletions
@@ -1,4 +1,4 @@
/* Copyright (C) 2025 Wildfire Games.
/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -431,7 +431,7 @@ public:
using LosRegion = std::pair<u16, u16>;
std::array<bool, MAX_LOS_PLAYER_ID+2> m_LosRevealAll;
std::array<bool, MAX_LOS_PLAYER_ID+2> m_LosRevealWholeMap;
bool m_LosCircular;
i32 m_LosVerticesPerSide;
@@ -493,7 +493,7 @@ public:
// The whole map should be visible to Gaia by default, else e.g. animals
// will get confused when trying to run from enemies
m_LosRevealAll[0] = true;
m_LosRevealWholeMap[0] = true;
m_GlobalVisibilityUpdate = true;
@@ -517,7 +517,7 @@ public:
Serializer(serialize, "queries", m_Queries, GetSimContext());
Serializer(serialize, "entity data", m_EntityData);
Serializer(serialize, "los reveal all", m_LosRevealAll);
Serializer(serialize, "los reveal all", m_LosRevealWholeMap);
serialize.Bool("los circular", m_LosCircular);
serialize.NumberI32_Unbounded("los verts per side", m_LosVerticesPerSide);
@@ -1722,7 +1722,7 @@ public:
CLosQuerier GetLosQuerier(player_id_t player) const override
{
if (GetLosRevealAll(player))
if (GetLosRevealWholeMap(player))
return CLosQuerier(0xFFFFFFFFu, m_LosStateRevealed, m_LosVerticesPerSide);
else
return CLosQuerier(GetSharedLosMask(player), m_LosState, m_LosVerticesPerSide);
@@ -1754,7 +1754,7 @@ public:
int j = (pos.Y / LOS_TILE_SIZE).ToInt_RoundToNearest();
// Reveal flag makes all positioned entities visible and all mirages useless
if (GetLosRevealAll(player))
if (GetLosRevealWholeMap(player))
{
if (LosIsOffWorld(i, j) || cmpMirage)
return LosVisibility::HIDDEN;
@@ -1881,7 +1881,7 @@ public:
int j = (z / LOS_TILE_SIZE).ToInt_RoundToNearest();
// Reveal flag makes all positioned entities visible and all mirages useless
if (GetLosRevealAll(player))
if (GetLosRevealWholeMap(player))
{
if (LosIsOffWorld(i, j))
return LosVisibility::HIDDEN;
@@ -2001,28 +2001,28 @@ public:
UpdateVisibility(ent, player);
}
void SetLosRevealAll(player_id_t player, bool enabled) override
void SetLosRevealWholeMap(player_id_t player, bool enabled) override
{
if (player == -1)
m_LosRevealAll[MAX_LOS_PLAYER_ID+1] = enabled;
m_LosRevealWholeMap[MAX_LOS_PLAYER_ID+1] = enabled;
else
{
ENSURE(player >= 0 && player <= MAX_LOS_PLAYER_ID);
m_LosRevealAll[player] = enabled;
m_LosRevealWholeMap[player] = enabled;
}
// On next update, update the visibility of every entity in the world
m_GlobalVisibilityUpdate = true;
}
bool GetLosRevealAll(player_id_t player) const override
bool GetLosRevealWholeMap(player_id_t player) const override
{
// Special player value can force reveal-all for every player
if (m_LosRevealAll[MAX_LOS_PLAYER_ID+1] || player == -1)
if (m_LosRevealWholeMap[MAX_LOS_PLAYER_ID+1] || player == -1)
return true;
ENSURE(player >= 0 && player <= MAX_LOS_PLAYER_ID+1);
// Otherwise check the player-specific flag
if (m_LosRevealAll[player])
if (m_LosRevealWholeMap[player])
return true;
return false;