#ifndef GAMETACMAP_H #define GAMETACMAP_H /*************************************************************************************************\ gameTacMap.h : Interface for the gameTacMap component. //---------------------------------------------------------------------------// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// \*************************************************************************************************/ #ifndef TACMAP_H #include "TacMap.h" #endif //************************************************************************************************* /************************************************************************************************** CLASS DESCRIPTION gameTacMap: **************************************************************************************************/ class GameTacMap: public TacMap { public: GameTacMap(); ~GameTacMap() { if (buildingPoints) { delete [] buildingPoints; buildingPoints = NULL; } } void init( unsigned char* bitmapData, int dataSize ); void update(); // do not call these two functions from editor void render(); bool animate (long objectiveId, long nFlashes); // if the world coords do not lie on the map, they will be changed. void worldToTacMap( Stuff::Vector3D& world, gos_VERTEX& tac ); bool inRegion( int x, int y ){ return x > left && x < right && y > top && y < bottom; } void initBuildings( unsigned char* data, int size ); void setPos( const GUI_RECT& newPos ); protected: int top; // position int left; int right; int bottom; int bmpWidth; int bmpHeight; int buildingCount; gos_VERTEX* buildingPoints; unsigned long textureHandle; unsigned long viewRectHandle; unsigned long blipHandle; Stuff::Vector3D navMarkers[6]; unsigned long navMarkerCount; unsigned long curNavMarker; void drawSensor( const Stuff::Vector3D& pos, float radius, long color); void drawBlip( const Stuff::Vector3D& pos, long color, int shape ); const static float s_blinkLength; static float s_lastBlinkTime; //Tutorial long objectiveAnimationId; long objectiveNumFlashes; float objectiveFlashTime; }; //************************************************************************************************* #endif // end of file ( gameTacMap.h )