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mapbuffer.h
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mapbuffer.h
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#pragma once
#ifndef CATA_SRC_MAPBUFFER_H
#define CATA_SRC_MAPBUFFER_H
#include <list>
#include <map>
#include <memory>
#include <string>
#include "coordinates.h"
#include "point.h"
class submap;
class JsonIn;
/**
* Store, buffer, save and load the entire world map.
*/
class mapbuffer
{
public:
mapbuffer();
~mapbuffer();
/** Store all submaps in this instance into savefiles.
* @param delete_after_save If true, the saved submaps are removed
* from the mapbuffer (and deleted).
**/
void save( bool delete_after_save = false );
/** Delete all buffered submaps. **/
void clear();
/** Add a new submap to the buffer.
*
* @param x, y, z The absolute world position in submap coordinates.
* Same as the ones in @ref lookup_submap.
* @param sm The submap. If the submap has been added, the unique_ptr
* is released (set to NULL).
* @return true if the submap has been stored here. False if there
* is already a submap with the specified coordinates. The submap
* is not stored and the given unique_ptr retains ownsership.
*/
bool add_submap( const tripoint &p, std::unique_ptr<submap> &sm );
// Old overload that we should stop using, but it's complicated
bool add_submap( const tripoint &p, submap *sm );
/** Get a submap stored in this buffer.
*
* @param x, y, z The absolute world position in submap coordinates.
* Same as the ones in @ref add_submap.
* @return NULL if the submap is not in the mapbuffer
* and could not be loaded. The mapbuffer takes care of the returned
* submap object, don't delete it on your own.
*/
submap *lookup_submap( const tripoint &p );
submap *lookup_submap( const tripoint_abs_sm &p ) {
return lookup_submap( p.raw() );
}
private:
using submap_map_t = std::map<tripoint, std::unique_ptr<submap>>;
public:
inline submap_map_t::iterator begin() {
return submaps.begin();
}
inline submap_map_t::iterator end() {
return submaps.end();
}
bool is_submap_loaded( const tripoint &p ) const {
return submaps.count( p ) > 0;
}
private:
// There's a very good reason this is private,
// if not handled carefully, this can erase in-use submaps and crash the game.
void remove_submap( tripoint addr );
submap *unserialize_submaps( const tripoint &p );
void deserialize( JsonIn &jsin );
void save_quad( const std::string &dirname, const std::string &filename,
const tripoint &om_addr, std::list<tripoint> &submaps_to_delete,
bool delete_after_save );
submap_map_t submaps;
};
extern mapbuffer MAPBUFFER;
#endif // CATA_SRC_MAPBUFFER_H