Forward port r9060 from 2.3 to remove always show oil resources change. We need to implement

private player maps before we can implement this feature.


git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9422 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2010-01-23 17:20:21 +00:00 committed by Git SVN Gateway
parent 2433ba8709
commit d9eeb65e4c
2 changed files with 1 additions and 22 deletions

View File

@ -3121,12 +3121,7 @@ void drawRadarBlips(int radarX, int radarY, float pixSizeH, float pixSizeV)
}
// Draw the 'blips' on the radar - use same timings as radar blips if the message is read - don't animate
if (game.type == SKIRMISH && proxType == PROX_RESOURCE)
{
// Don't blink oil resources in skirmish
imageID = (UWORD)(IMAGE_RAD_ENM1 + 0 + (proxType * (NUM_PULSES + 1)));
}
else if (psProxDisp->psMessage->read)
if (psProxDisp->psMessage->read)
{
imageID = IMAGE_RAD_ENM3 + (proxType * (NUM_PULSES + 1));
}

View File

@ -373,11 +373,6 @@ int visibleObject(const BASE_OBJECT* psViewer, const BASE_OBJECT* psTarget, bool
return 0;
}
if (game.type == SKIRMISH && psTarget->type == OBJ_FEATURE && ((FEATURE *)psTarget)->psStats->subType == FEAT_OIL_RESOURCE)
{
return UBYTE_MAX;
}
// FIXME HACK Needed since we got those ugly Vector3uw floating around in BASE_OBJECT...
pos = Vector3uw_To3i(psViewer->pos);
dest = Vector3uw_To3i(psTarget->pos);
@ -591,16 +586,6 @@ void processVisibility(BASE_OBJECT *psObj)
}
}
if (game.type == SKIRMISH && psObj->type == OBJ_FEATURE && ((FEATURE *)psObj)->psStats->subType == FEAT_OIL_RESOURCE)
{
// everyone can see oil resources in skirmish!
for (player = 0; player < MAX_PLAYERS; player++)
{
psObj->visible[player] = UBYTE_MAX;
}
}
else
{
// get all the objects from the grid the droid is in
// HACK Search radius should be psViewer->sensorRange! So it should be the viewer iterating, not the viewee!
// HACK Note: This viewer/viewee relationship is exactly the opposite of what you would normally expect, and violates the principle of minimum astonishment.
@ -684,7 +669,6 @@ void processVisibility(BASE_OBJECT *psObj)
}
}
}
}
/* Make sure all tiles under a feature/structure become visible when you see it */
for (player = 0; player < MAX_PLAYERS; player++)