Files
PlanetFleet/map.h
T

133 lines
4.0 KiB
C++
Executable File

#ifndef MAP_H
#define MAP_H
#include <string>
#include <vector>
#include <rayCaster.h>
#include <vector.h>
#include <util.h>
#include <solUtil.h>
namespace vb01{
class Model;
class Material;
class Node;
}
namespace vb01Gui{
class Button;
}
namespace battleship{
class Player;
class Unit;
class ResourceDeposit;
struct Cell;
class Map {
public:
struct Cell;
struct Edge{
Edge(vb01::s64 w, vb01::s64 src, vb01::s64 dest) : weight(w), srcCellId(src), destCellId(dest){}
vb01::s64 weight, srcCellId, destCellId;
};
struct Cell{
enum Type{LAND, WATER};
Type type;
vb01::Vector3 pos;
std::vector<Edge> edges;
Unit *blockedBy = nullptr;
std::vector<int> underWaterCellIds;
Cell(){}
Cell(vb01::Vector3 p, Type t, std::vector<Edge> e = std::vector<Edge>{}, std::vector<int> uc = std::vector<int>{}): pos(p), type(t), edges(e), underWaterCellIds(uc){}
};
class Minimap{
public:
static Minimap* getSingleton();
~Minimap();
void update();
void updateImage();
void load();
void unload();
inline vb01::u8* getOldMinimapImage(){return oldImageData;}
private:
Minimap();
vb01::Node* initIcon(vb01::Vector3, std::string);
void updateCamFrame(vb01Gui::Button*);
vb01::u8 *oldImageData = nullptr;
vb01::Node *camFrame = nullptr;
std::vector<vb01::Node*> depositIcons;
vb01::Node* camIcon = nullptr;
};
static Map* getSingleton();
~Map(){}
static std::vector<Edge> generateAdjacentNodeEdges(int, int, int, int, int);
void update();
void load(std::string);
void create(std::string, vb01::Vector3);
void unload();
std::vector<vb01::RayCaster::CollisionResult> raycastTerrain(vb01::Vector3, vb01::Vector3, bool);
int getCellId(vb01::Vector3, bool = true);
bool isPointWithinTerrainObject(vb01::Vector3, int);
void loadPlayersGameObjects();
int getNumMapSpawnPoints(std::string = "");
std::vector<int> getSurroundingCells(vb01::Vector3, int);
void blockCells(Unit*);
void unblockCells(Unit*);
//const std::pair<Cell::Type, std::vector<Cell*>>& getRegionByCellId(int);
inline Map::Cell getCell(int i){return cells[i];}
inline std::string getMapName(){return mapName;}
inline vb01::Node* getNodeParent(){return terrainNode;}
inline vb01::Vector3 getCellSize(){return CELL_SIZE;}
inline int getNumSpawnPoints(){return spawnPoints.size();}
inline vb01::Vector3 getSpawnPoint(int i){return spawnPoints[i];}
inline void setMapSize(vb01::Vector3 s){this->mapSize = s;}
inline vb01::Vector3 getMapSize(){return mapSize;}
inline void addSpawnPoint(vb01::Vector3 sp){spawnPoints.push_back(sp);}
inline std::vector<Map::Cell>& getCells(){return cells;}
inline vb01::Node* getLight(int i){return lights[i];}
inline std::vector<vb01::Node*> getLights(){return lights;}
inline float getBaseHeight(){return baseHeight;}
inline void setBaseHeight(float bh){this->baseHeight = bh;}
private:
std::string mapTable = "metadata";
vb01::Node *terrainNode = nullptr, *cellNode = nullptr;
vb01::Material *landCellMat = nullptr, *waterCellMat = nullptr;
std::string mapName;
vb01::Vector3 CELL_SIZE = vb01::Vector3(7, 7, 7), mapSize;
std::vector<vb01::Vector3> spawnPoints;
std::vector<Cell> cells;
float baseHeight;
std::vector<vb01::Node*> lights;
std::vector<std::pair<Cell::Type, std::vector<Cell*>>> regions;
Map(){}
void preprareScene(bool);
void loadSpawnPoints();
void loadLights();
void loadSkybox();
void loadCells();
void loadPlayerGameObjects(Player*, sol::table);
void loadTerrainObject(int);
void fillRegion(std::vector<Cell*>&, int);
void calculateRegions();
void unloadTerrainObjects();
void unloadCells();
void unloadLights();
void unloadSkybox();
void unloadPlayerObjects();
void destroyScene();
template<typename T> int bsearch(std::vector<T>, T, float);
};
}
#endif