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// MapManager.h
#pragma once
#include "Map.h"
typedef cItemCallback<cMap> cMapCallback;
/** Manages the in-game maps of a single world - Thread safe. */
class cMapManager
{
public:
cMapManager(cWorld * a_World);
/** Returns the map with the specified ID, NULL if out of range.
*
* WARNING: The returned map object is not thread safe.
*/
cMap * GetMapData(unsigned int a_ID);
/** Creates a new map. Returns NULL on error */
cMap * CreateMap(int a_CenterX, int a_CenterY, int a_Scale = 3);
/** Calls the callback for the map with the specified ID.
*
* Returns true if the map was found and the callback called, false if map not found.
* Callback return ignored.
*/
bool DoWithMap(unsigned int a_ID, cMapCallback & a_Callback);
/** Calls the callback for each map.
*
* Returns true if all maps processed, false if the callback aborted by returning true.
*/
bool ForEachMap(cMapCallback & a_Callback);
unsigned int GetNumMaps(void) const;
/** Loads the map data from the disk */
void LoadMapData(void);
/** Saves the map data to the disk */
void SaveMapData(void);
private:
typedef std::vector<cMap> cMapList;
cCriticalSection m_CS;
cMapList m_MapData;
cWorld * m_World;
};
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