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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "TeamHighlight.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Misc/GlobalSynced.h"
#include "System/Config/ConfigHandler.h"
#include "System/GlobalConfig.h"
#include "System/UnorderedMap.hpp"
#include <algorithm>
#include <climits>
bool CTeamHighlight::highlight = false;
static spring::unsynced_map<int, int> oldColors;
void CTeamHighlight::Enable(unsigned currentTime)
{
if (!highlight)
return;
oldColors.clear();
oldColors.reserve(teamHandler.ActiveTeams());
for (int i = 0; i < teamHandler.ActiveTeams(); ++i) {
CTeam* t = teamHandler.Team(i);
if (t->highlight <= 0.0f)
continue;
oldColors[i] = *reinterpret_cast<int*>(t->color);
float s = (float)(currentTime & 255) * 4.0f / 255.0f;
int c = (int)(255.0f * ((s > 2.0f) ? 3.0f - s : s - 1.0f));
c *= t->highlight;
for (int n = 0; n < 3; ++n) {
t->color[n] = std::max(0, std::min(t->color[n] + c , 255));
}
}
}
void CTeamHighlight::Disable()
{
if (oldColors.empty())
return;
for (const auto& pair: oldColors) {
CTeam* team = teamHandler.Team(pair.first);
*reinterpret_cast<int*>(team->color) = pair.second;
}
oldColors.clear();
}
void CTeamHighlight::Update(int frameNum) {
if ((frameNum % TEAM_SLOWUPDATE_RATE))
return;
bool hl = false;
if ((globalConfig.teamHighlight == HIGHLIGHT_PLAYERS && !gu->spectatingFullView) || globalConfig.teamHighlight == HIGHLIGHT_ALL) {
const int maxhl = 1000 * (globalConfig.networkTimeout + 1);
for (int ti = 0; ti < teamHandler.ActiveTeams(); ++ti) {
CTeam* t = teamHandler.Team(ti);
float teamhighlight = 0.0f;
if (t->gaia)
continue;
if (t->isDead)
continue;
if (t->GetNumUnits() == 0)
continue;
if (!skirmishAIHandler.GetSkirmishAIsInTeam(ti).empty())
continue;
if (!gu->spectatingFullView && !teamHandler.AlliedTeams(gu->myTeam, ti))
continue;
int minPing = INT_MAX;
bool hasPlayers = false;
for (int pi = 0; pi < playerHandler.ActivePlayers(); ++pi) {
CPlayer* p = playerHandler.Player(pi);
if (!p->active)
continue;
if (p->spectator)
continue;
if ((p->team != ti))
continue;
hasPlayers = true;
if (p->ping != PATHING_FLAG && p->ping >= 0) {
minPing = std::min(p->ping, minPing);
}
}
if (!hasPlayers || !t->HasLeader()) {
teamhighlight = 1.0f;
} else if (minPing != INT_MAX && minPing > 1000) {
teamhighlight = std::max(0, std::min(minPing, maxhl)) / float(maxhl);
}
hl |= (teamhighlight > 0.0f);
t->highlight = teamhighlight;
}
}
highlight = hl;
}
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