// Map.h
// Implementation of in-game coloured maps
#pragma once
#include "BlockID.h"
class cClientHandle;
class cWorld;
class cPlayer;
class cMap;
/** Encapsulates a map decorator.
*
* A map decorator represents an object drawn on the map that can move freely.
* (e.g. player trackers and item frame pointers)
*
* Excluding manually placed decorators,
* decorators are automatically managed (allocated and freed) by their parent cMap instance.
*/
class cMapDecorator
{
public:
enum eType
{
E_TYPE_PLAYER = 0x00,
E_TYPE_ITEM_FRAME = 0x01,
/** Player outside of the boundaries of the map. */
E_TYPE_PLAYER_OUTSIDE = 0x06
};
public:
/** Constructs a map decorator fixed at the specified pixel coordinates. (DEBUG) */
cMapDecorator(cMap * a_Map, eType a_Type, int a_X, int a_Z, int a_Rot);
/** Constructs a map decorator that tracks a player. */
cMapDecorator(cMap * a_Map, cPlayer * a_Player);
/** Updates the decorator. */
void Update(void);
unsigned int GetPixelX(void) const { return m_PixelX; }
unsigned int GetPixelZ(void) const { return m_PixelZ; }
int GetRot(void) const { return m_Rot; }
eType GetType(void) const { return m_Type; }
cPlayer * GetPlayer(void) { return m_Player; }
protected:
cMap * m_Map;
eType m_Type;
unsigned int m_PixelX;
unsigned int m_PixelZ;
unsigned int m_Rot;
cPlayer * m_Player;
};
typedef std::list<cMapDecorator> cMapDecoratorList;
// tolua_begin
/** Encapsulates an in-game world map. */
class cMap
{
public:
typedef Byte ColorID;
// tolua_end
typedef std::vector<ColorID> cColorList;
/** Encapsulates the state of a map client.
*
* In order to enhance performace, maps are streamed column-by-column to each client.
* This structure stores the state of the stream.
*/
struct cMapClient
{
cClientHandle * m_Handle;
/** Whether the map scale was modified and needs to be resent. */
bool m_SendInfo;
/** Ticks since last decorator update. */
unsigned int m_NextDecoratorUpdate;
/** Number of pixel data updates. */
Int64 m_DataUpdate;
Int64 m_LastUpdate;
};
typedef std::list<cMapClient> cMapClientList;
public:
/** Construct an empty map. */
cMap(unsigned int a_ID, cWorld * a_World);
/** Construct an empty map at the specified coordinates. */
cMap(unsigned int a_ID, int a_CenterX, int a_CenterZ, cWorld * a_World, unsigned int a_Scale = 3);
/** Send this map to the specified client. WARNING: Slow */
void SendTo(cClientHandle & a_Client);
/** Update a circular region with the specified radius and center (in pixels). */
void UpdateRadius(int a_PixelX, int a_PixelZ, unsigned int a_Radius);
/** Update a circular region around the specified player. */
void UpdateRadius(cPlayer & a_Player, unsigned int a_Radius);
/** Send next update packet to the specified player and remove invalid decorators/clients. */
void UpdateClient(cPlayer * a_Player);
// tolua_begin
/** Erase pixel data */
void EraseData(void);
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; }
AString GetName(void) { return m_Name; }
eDimension GetDimension(void) const;
const cColorList & GetData(void) const { return m_Data; }
unsigned int GetNumPixels(void) const;
unsigned int GetPixelWidth(void) const;
// tolua_end
private:
/** Update the associated decorators. */
void UpdateDecorators(void);
/** Update the specified pixel. */
bool UpdatePixel(unsigned int a_X, unsigned int a_Z);
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;
cMapDecoratorList m_Decorators;
cMapClientList m_Clients;
AString m_Name;
friend class cMapSerializer;
};