forked from Mirrors/openclonk
Add [Landscape] Secret to Scenario.txt to default-disable black NO_OWNER viewports
Related to: c569036d1d
alut-include-path
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8208a19c8f
commit
80c07d34e4
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@ -72,7 +72,7 @@
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</row>
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<row>
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<col>Secret</col>
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<col>bool</col>
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<col>Bool</col>
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<col>If true and MissionAccess is set, the scenario is invisible in the scenario selection list if the player does not have the required password access.</col>
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</row>
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<row>
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@ -345,6 +345,11 @@
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<col>Integer</col>
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<col>0 or 1. If 1, all landscape chunks are drawn flat when the map is zoomed to draw the landscape. Set this while drawing a static map in console mode to fix small gaps of lower order materials hidden behind materials of chunky shape.</col>
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</row>
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<row>
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<literal_col>Secret</literal_col>
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<col>Bool</col>
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<col>Whether to hide the map from <code><funclink>NO_OWNER</funclink></code> viewports (e.g. observers not following a player in network rounds)</col>
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</row>
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</table>
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</text>
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<text>
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@ -15,6 +15,7 @@ MapWidth=140
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MapHeight=140
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TopOpen=0
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BottomOpen=0
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Secret=true
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[Weather]
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Climate=0
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Climate=0
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@ -52,6 +52,7 @@ AutoScanSideOpen=1
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MapWidth=300
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MapHeight=400
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MapZoom=7
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Secret=true
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[Weather]
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Climate=0
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@ -30,6 +30,7 @@ TopOpen=2
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MapWidth=200,0,64,10000
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MapHeight=200,0,40,10000
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NoScan=true
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Secret=true
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[Weather]
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Climate=0,10,0,100
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@ -31,6 +31,7 @@ MapZoom=10
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TopOpen=0
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BottomOpen=0
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SkyScrollMode=2
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Secret=true
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[Weather]
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Climate=0,0,0,100
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@ -394,7 +394,8 @@ void C4Viewport::Execute()
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if (!::Application.isEditor && !::Game.DebugMode)
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if (!::Network.isEnabled() || !::Network.Clients.GetLocal() || !::Network.Clients.GetLocal()->isObserver())
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if (::Game.PlayerInfos.GetJoinIssuedPlayerCount() > 0) // free scrolling allowed if the scenario was started explicitely without players to inspect the landscape
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draw_game = false;
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if (Game.C4S.Landscape.Secret)
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draw_game = false;
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// Draw
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Draw(cgo, draw_game, true);
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// Blit output
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@ -304,6 +304,7 @@ void C4SLandscape::Default()
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SkyScrollMode=0;
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MaterialZoom=4;
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FlatChunkShapes=false;
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Secret=false;
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}
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void C4SLandscape::GetMapSize(int32_t &rWdt, int32_t &rHgt, int32_t iPlayerNum)
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@ -347,6 +348,7 @@ void C4SLandscape::CompileFunc(StdCompiler *pComp)
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pComp->Value(mkNamingAdapt(SkyScrollMode, "SkyScrollMode", 0));
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pComp->Value(mkNamingAdapt(MaterialZoom, "MaterialZoom", 4));
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pComp->Value(mkNamingAdapt(FlatChunkShapes, "FlatChunkShapes", false));
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pComp->Value(mkNamingAdapt(Secret, "Secret", false));
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}
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void C4SWeather::Default()
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@ -183,6 +183,7 @@ public:
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int32_t SkyScrollMode; // sky scrolling mode for newgfx
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int32_t MaterialZoom;
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bool FlatChunkShapes; // if true, all material chunks are drawn flat
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bool Secret; // hide map from observers (except in dev mode and the like)
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public:
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void Default();
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void GetMapSize(int32_t &rWdt, int32_t &rHgt, int32_t iPlayerNum);
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