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// Map.h
// Implementation of in-game coloured maps
#pragma once
#include "BlockID.h"
class cClientHandle;
class cWorld;
class cMap
{
public:
typedef Byte ColorID;
typedef std::vector<ColorID> cColorList;
public:
cMap(unsigned int a_ID, int a_CenterX, int a_CenterZ, cWorld * a_World, unsigned int a_Scale = 3);
/** Update the map (Query the world) */
void UpdateMap(void);
/** Send this map to the specified client. */
void SendTo(cClientHandle & a_Client);
void Resize(unsigned int a_Width, unsigned int a_Height);
void SetPosition(int a_CenterX, int a_CenterZ);
void SetScale(unsigned int a_Scale);
unsigned int GetWidth (void) const { return m_Width; }
unsigned int GetHeight(void) const { return m_Height; }
unsigned int GetScale(void) const { return m_Scale; }
int GetCenterX(void) const { return m_CenterX; }
int GetCenterZ(void) const { return m_CenterZ; }
unsigned int GetID(void) const { return m_ID; }
cWorld * GetWorld(void) { return m_World; }
eDimension GetDimension(void) const;
const cColorList & GetData(void) const { return m_Data; }
unsigned int GetNumPixels(void) const;
unsigned int GetNumBlocksPerPixel(void) const;
private:
unsigned int m_ID;
unsigned int m_Width;
unsigned int m_Height;
/** The zoom level, 2^scale square blocks per pixel */
unsigned int m_Scale;
int m_CenterX;
int m_CenterZ;
/** Column-major array of colours */
cColorList m_Data;
cWorld * m_World;
friend class cMapSerializer;
};
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