7fff12bfac
There should be at least two spaces in front and one space after //-style comments.
263 lines
5.4 KiB
C++
263 lines
5.4 KiB
C++
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// Map.h
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// Implementation of in-game coloured maps
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#pragma once
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#include "BlockID.h"
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class cClientHandle;
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class cWorld;
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class cPlayer;
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class cMap;
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/** Encapsulates a map decorator.
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A map decorator represents an object drawn on the map that can move freely.
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(e.g. player trackers and item frame pointers)
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Excluding manually placed decorators,
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decorators are automatically managed (allocated and freed) by their parent cMap instance.
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*/
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class cMapDecorator
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{
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public:
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enum eType
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{
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E_TYPE_PLAYER = 0x00,
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E_TYPE_ITEM_FRAME = 0x01,
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/** Player outside of the boundaries of the map. */
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E_TYPE_PLAYER_OUTSIDE = 0x06
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};
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public:
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/** Constructs a map decorator fixed at the specified pixel coordinates. (DEBUG) */
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cMapDecorator(cMap * a_Map, eType a_Type, int a_X, int a_Z, int a_Rot);
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/** Constructs a map decorator that tracks a player. */
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cMapDecorator(cMap * a_Map, cPlayer * a_Player);
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/** Updates the decorator. */
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void Update(void);
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unsigned int GetPixelX(void) const { return m_PixelX; }
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unsigned int GetPixelZ(void) const { return m_PixelZ; }
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unsigned int GetRot(void) const { return m_Rot; }
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eType GetType(void) const { return m_Type; }
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cPlayer * GetPlayer(void) { return m_Player; }
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protected:
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cMap * m_Map;
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eType m_Type;
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unsigned int m_PixelX;
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unsigned int m_PixelZ;
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unsigned int m_Rot;
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cPlayer * m_Player;
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};
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typedef std::list<cMapDecorator> cMapDecoratorList;
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// tolua_begin
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/** Encapsulates an in-game world map. */
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class cMap
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{
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public:
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enum eBaseColor
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{
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E_BASE_COLOR_TRANSPARENT = 0, /* Air */
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E_BASE_COLOR_LIGHT_GREEN = 4, /* Grass */
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E_BASE_COLOR_LIGHT_BROWN = 8, /* Sand */
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E_BASE_COLOR_GRAY_1 = 12, /* Cloth */
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E_BASE_COLOR_RED = 16, /* TNT */
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E_BASE_COLOR_PALE_BLUE = 20, /* Ice */
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E_BASE_COLOR_GRAY_2 = 24, /* Iron */
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E_BASE_COLOR_DARK_GREEN = 28, /* Foliage */
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E_BASE_COLOR_WHITE = 32, /* Snow */
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E_BASE_COLOR_LIGHT_GRAY = 36, /* Clay */
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E_BASE_COLOR_BROWN = 40, /* Dirt */
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E_BASE_COLOR_DARK_GRAY = 44, /* Stone */
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E_BASE_COLOR_BLUE = 48, /* Water */
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E_BASE_COLOR_DARK_BROWN = 52 /* Wood */
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};
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typedef Byte ColorID;
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// tolua_end
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typedef std::vector<ColorID> cColorList;
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public:
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/** Construct an empty map. */
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cMap(unsigned int a_ID, cWorld * a_World);
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/** Construct an empty map at the specified coordinates. */
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cMap(unsigned int a_ID, int a_CenterX, int a_CenterZ, cWorld * a_World, unsigned int a_Scale = 3);
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/** Send this map to the specified client. WARNING: Slow */
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void SendTo(cClientHandle & a_Client);
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/** Update a circular region with the specified radius and center (in pixels). */
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void UpdateRadius(int a_PixelX, int a_PixelZ, unsigned int a_Radius);
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/** Update a circular region around the specified player. */
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void UpdateRadius(cPlayer & a_Player, unsigned int a_Radius);
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/** Send next update packet to the specified player and remove invalid decorators/clients. */
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void UpdateClient(cPlayer * a_Player);
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// tolua_begin
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/** Erase pixel data */
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void EraseData(void);
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void Resize(unsigned int a_Width, unsigned int a_Height);
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void SetPosition(int a_CenterX, int a_CenterZ);
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void SetScale(unsigned int a_Scale);
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bool SetPixel(unsigned int a_X, unsigned int a_Z, ColorID a_Data);
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ColorID GetPixel(unsigned int a_X, unsigned int a_Z);
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unsigned int GetWidth (void) const { return m_Width; }
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unsigned int GetHeight(void) const { return m_Height; }
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unsigned int GetScale(void) const { return m_Scale; }
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int GetCenterX(void) const { return m_CenterX; }
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int GetCenterZ(void) const { return m_CenterZ; }
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unsigned int GetID(void) const { return m_ID; }
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cWorld * GetWorld(void) { return m_World; }
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AString GetName(void) { return m_Name; }
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eDimension GetDimension(void) const;
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unsigned int GetNumPixels(void) const;
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unsigned int GetPixelWidth(void) const;
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// tolua_end
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size_t GetNumDecorators(void) const;
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const cColorList & GetData(void) const { return m_Data; }
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static const char * GetClassStatic(void) // Needed for ManualBindings's DoWith templates
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{
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return "cMap";
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}
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protected:
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/** Encapsulates the state of a map client.
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In order to enhance performace, maps are streamed column-by-column to each client.
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This structure stores the state of the stream.
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*/
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struct cMapClient
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{
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cClientHandle * m_Handle;
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/** Whether the map scale was modified and needs to be resent. */
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bool m_SendInfo;
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/** Ticks since last decorator update. */
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unsigned int m_NextDecoratorUpdate;
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/** Number of pixel data updates. */
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Int64 m_DataUpdate;
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Int64 m_LastUpdate;
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};
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typedef std::list<cMapClient> cMapClientList;
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private:
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/** Update the associated decorators. */
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void UpdateDecorators(void);
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/** Update the specified pixel. */
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bool UpdatePixel(unsigned int a_X, unsigned int a_Z);
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/** Add a new map client. */
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void AddPlayer(cPlayer * a_Player, Int64 a_WorldAge);
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/** Remove inactive or invalid clients. */
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void RemoveInactiveClients(Int64 a_WorldAge);
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/** Send next update packet to the specified client. */
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void StreamNext(cMapClient & a_Client);
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unsigned int m_ID;
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unsigned int m_Width;
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unsigned int m_Height;
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/** The zoom level, 2^scale square blocks per pixel */
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unsigned int m_Scale;
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int m_CenterX;
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int m_CenterZ;
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/** Column-major array of colours */
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cColorList m_Data;
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cWorld * m_World;
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cMapDecoratorList m_Decorators;
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cMapClientList m_Clients;
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AString m_Name;
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friend class cMapSerializer;
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}; // tolua_export
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