/** * * @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(); }
/** * Updatet die gesamte Minimap * * @author OLiver */ void IngameMinimap::UpdateAll() { map.DeleteTexture(); CreateMapTexture(&gwv); }
/** * * @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); }
void Minimap::SetMap(const glArchivItem_Map& s2map) { map_width = s2map.getHeader().getWidth(); map_height = s2map.getHeader().getHeight(); CreateMapTexture(); }