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NS/main/source/mod/AvHMiniMap.h
puzl e50079c075 Mantis: 1064
o Added new setting to advanced multiplayer options.  Default value is 'on'
o cvar is cl_labelmaps ( default 1 )
o If the cvar is changed the map sprite will dynamically update.
o If no labelled minimap exists the default one is displayed
o We always write a generated minimap to the normal file

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@165 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 00:43:30 +00:00

91 lines
No EOL
1.9 KiB
C++

#ifndef AVH_MINIMAP_H
#define AVH_MINIMAP_H
#include "types.h"
#ifdef AVH_CLIENT
#include "cl_dll/hud.h"
#endif
#include "mod/AvHMapExtents.h"
const int kSpriteWidth = 512;
const int kSpriteHeight = 512;
const int kSpriteDataPixels = kSpriteWidth*kSpriteHeight;
class AvHPlayer;
class AvHMiniMap
{
public:
AvHMiniMap();
virtual ~AvHMiniMap();
bool GetIsProcessing(float* outPercentageDone = NULL) const;
#ifdef AVH_SERVER
void BuildMiniMap(const char* inMapName, AvHPlayer* inPlayer, const AvHMapExtents& inMapExtents);
bool Process();
#endif
#ifdef AVH_CLIENT
// puzl: 1064
// Allow the caller to specify the use of the labelled minimap
static string GetSpriteNameFromMap(int inSpriteWidth, const string& inMapName, int useLabels);
int ReceiveFromNetworkStream(void* const buffer, const int size);
bool WriteSpritesIfJustFinished();
#endif
private:
#ifdef AVH_CLIENT
void DrawEdges(uint8* inMap, int width, int height);
void InitializePalette();
bool WriteMapToSprite();
void WriteMapToSprite(FILE* inFileHandle);
#endif
uint8* mMap;
int mMapWidth;
int mMapHeight;
#ifdef AVH_SERVER
AvHPlayer* mPlayer;
#endif
#ifdef AVH_CLIENT
uint8 mPalette[256*3];
uint8 mSpriteData[kSpriteDataPixels];
uint8 mCommanderSpriteData[kSpriteDataPixels / 4];
#endif
float mMinX;
float mMinY;
float mMaxX;
float mMaxY;
float mMinViewHeight;
float mMaxViewHeight;
int mNumSamplesToProcess;
int mNumSamplesProcessed;
bool mIsProcessing;
string mMapName;
#ifdef AVH_CLIENT
// Sprite stuff
byte* byteimage;
byte* lbmpalette;
int byteimagewidth;
int byteimageheight;
byte* lumpbuffer;
byte* plump;
char spritedir[1024];
char spriteoutname[1024];
int framesmaxs[2];
int framecount;
#endif
};
#endif