Beispiel #1
0
/**
 *
 *  @author OLiver
 */
void Minimap::SetMap(glArchivItem_Map *s2map)
{
	if(s2map)
	{
		map_width = s2map->getHeader().getWidth();
		map_height = s2map->getHeader().getHeight();
		CreateMapTexture(s2map);
	}
}
void PreviewMinimap::SetMap(const glArchivItem_Map& s2map)
{
    map_width = s2map.getHeader().getWidth();
    map_height = s2map.getHeader().getHeight();

    unsigned char gfxSet = s2map.getHeader().getGfxSet();
    RTTR_Assert(gfxSet < LT_COUNT);
    lt = LandscapeType(gfxSet);
    objects = s2map.GetLayer(MAP_TYPE);
    terrain1 = s2map.GetLayer(MAP_TERRAIN1);
    terrain2 = s2map.GetLayer(MAP_TERRAIN2);
    if(s2map.HasLayer(MAP_SHADOWS))
        shadows = s2map.GetLayer(MAP_SHADOWS);
    else
        CalcShadows(s2map.GetLayer(MAP_ALTITUDE));

    CreateMapTexture();
}
Beispiel #3
0
/**
 *  Updatet die gesamte Minimap
 *
 *  @author OLiver
 */
void IngameMinimap::UpdateAll()
{
	map.DeleteTexture();
	CreateMapTexture(&gwv);
}
Beispiel #4
0
/**
 *
 *  @author OLiver
 */
IngameMinimap::IngameMinimap(const GameWorldViewer& gwv) :
	Minimap(gwv.GetWidth(),gwv.GetHeight()), gwv(gwv), nodes_updated(gwv.GetWidth()*gwv.GetHeight(),false),
	dos(gwv.GetWidth()*gwv.GetHeight(),DO_INVALID), territory(true), houses(true), roads(true)
{
	CreateMapTexture(&gwv);
}
Beispiel #5
0
void Minimap::SetMap(const glArchivItem_Map& s2map)
{
    map_width = s2map.getHeader().getWidth();
    map_height = s2map.getHeader().getHeight();
    CreateMapTexture();
}