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e50079c075
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
91 lines
No EOL
1.9 KiB
C++
91 lines
No EOL
1.9 KiB
C++
#ifndef AVH_MINIMAP_H
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#define AVH_MINIMAP_H
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#include "types.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/hud.h"
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#endif
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#include "mod/AvHMapExtents.h"
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const int kSpriteWidth = 512;
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const int kSpriteHeight = 512;
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const int kSpriteDataPixels = kSpriteWidth*kSpriteHeight;
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class AvHPlayer;
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class AvHMiniMap
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{
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public:
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AvHMiniMap();
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virtual ~AvHMiniMap();
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bool GetIsProcessing(float* outPercentageDone = NULL) const;
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#ifdef AVH_SERVER
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void BuildMiniMap(const char* inMapName, AvHPlayer* inPlayer, const AvHMapExtents& inMapExtents);
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bool Process();
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#endif
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#ifdef AVH_CLIENT
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// puzl: 1064
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// Allow the caller to specify the use of the labelled minimap
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static string GetSpriteNameFromMap(int inSpriteWidth, const string& inMapName, int useLabels);
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int ReceiveFromNetworkStream(void* const buffer, const int size);
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bool WriteSpritesIfJustFinished();
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#endif
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private:
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#ifdef AVH_CLIENT
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void DrawEdges(uint8* inMap, int width, int height);
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void InitializePalette();
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bool WriteMapToSprite();
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void WriteMapToSprite(FILE* inFileHandle);
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#endif
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uint8* mMap;
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int mMapWidth;
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int mMapHeight;
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#ifdef AVH_SERVER
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AvHPlayer* mPlayer;
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#endif
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#ifdef AVH_CLIENT
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uint8 mPalette[256*3];
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uint8 mSpriteData[kSpriteDataPixels];
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uint8 mCommanderSpriteData[kSpriteDataPixels / 4];
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#endif
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float mMinX;
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float mMinY;
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float mMaxX;
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float mMaxY;
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float mMinViewHeight;
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float mMaxViewHeight;
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int mNumSamplesToProcess;
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int mNumSamplesProcessed;
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bool mIsProcessing;
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string mMapName;
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#ifdef AVH_CLIENT
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// Sprite stuff
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byte* byteimage;
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byte* lbmpalette;
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int byteimagewidth;
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int byteimageheight;
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byte* lumpbuffer;
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byte* plump;
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char spritedir[1024];
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char spriteoutname[1024];
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int framesmaxs[2];
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int framecount;
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#endif
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};
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#endif |