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63 lines
1.7 KiB
63 lines
1.7 KiB
#pragma once
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#include <string>
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#include <map>
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#include "olcPixelGameEngine.h"
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#include "olcPGEX_Graphics3D.h"
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#include "cCell.h"
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#include "cCell_Plane.h"
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#include "cCell_Water.h"
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#include "cCell_Road.h"
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#include "cCell_Building.h"
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/*
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This class holds the definition of a map. The map data is actually
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stored within this clap, as well as accessors to access the individual
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map cells
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*/
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class cCityMap
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{
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public:
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// Construct a "blank" city w units wide by h units high
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cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
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// Cleans up city, like Batman
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~cCityMap();
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public:
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// Save the current city to a file, this will overwrite an existing
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// city file without warning. Returns true if successful
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bool SaveCity(std::string sFilename);
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// Load a city from file and replace current city with it, retuns
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// true if successful
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bool LoadCity(std::string sFilename);
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public:
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// Return width of city in cells
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int GetWidth();
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// Return height of city in cells
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int GetHeight();
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// Return a specific cell reference if inside city limits, or nullptr
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cCell* Cell(int x, int y);
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// Replace a specific cell
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cCell* Replace(int x, int y, cCell* cell);
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cAuto_Node* GetAutoNodeBase(int x, int y);
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void RemoveAllTracks();
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private:
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int nWidth = 0;
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int nHeight = 0;
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cCell **pCells = nullptr;
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cAuto_Node *pNodes = nullptr;
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private:
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// Creates a "default" city of specified size
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void CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms);
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// Destroy city
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void ReleaseCity();
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};
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