79 lines
1.3 KiB
C++
79 lines
1.3 KiB
C++
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// MapManager.h
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#pragma once
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#include "Map.h"
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typedef cItemCallback<cMap> cMapCallback;
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// tolua_begin
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/** Manages the in-game maps of a single world - Thread safe. */
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class cMapManager
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{
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public:
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// tolua_end
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cMapManager(cWorld * a_World);
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/** Returns the map with the specified ID, NULL if out of range.
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*
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* WARNING: The returned map object is not thread safe.
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*/
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cMap * GetMapData(unsigned int a_ID);
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/** Creates a new map. Returns NULL on error */
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cMap * CreateMap(int a_CenterX, int a_CenterY, int a_Scale = 3);
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/** Calls the callback for the map with the specified ID.
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*
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* Returns true if the map was found and the callback called, false if map not found.
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* Callback return ignored.
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*/
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bool DoWithMap(int a_ID, cMapCallback & a_Callback); // Exported in ManualBindings.cpp
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/** Calls the callback for each map.
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*
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* Returns true if all maps processed, false if the callback aborted by returning true.
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*/
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bool ForEachMap(cMapCallback & a_Callback);
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unsigned int GetNumMaps(void) const; // tolua_export
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/** Loads the map data from the disk */
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void LoadMapData(void);
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/** Saves the map data to the disk */
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void SaveMapData(void);
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private:
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typedef std::vector<cMap> cMapList;
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cCriticalSection m_CS;
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cMapList m_MapData;
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cWorld * m_World;
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}; // tolua_export
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