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+/*
+ * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#ifndef _VMAPMANAGER2_H
+#define _VMAPMANAGER2_H
+
+#include "IVMapManager.h"
+#include "Utilities/UnorderedMap.h"
+#include "Platform/Define.h"
+#include <G3D/Vector3.h>
+
+//===========================================================
+
+#define MAP_FILENAME_EXTENSION2 ".vmtree"
+
+#define FILENAMEBUFFER_SIZE 500
+
+/**
+This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
+For each map or map tile to load it reads a directory file that contains the ModelContainer files used by this map or map tile.
+Each global map or instance has its own dynamic BSP-Tree.
+The loaded ModelContainers are included in one of these BSP-Trees.
+Additionally a table to match map ids and map names is used.
+*/
+
+//===========================================================
+
+namespace VMAP
+{
+ class StaticMapTree;
+ class WorldModel;
+
+ class ManagedModel
+ {
+ public:
+ ManagedModel(): iModel(0), iRefCount(0) {}
+ void setModel(WorldModel *model) { iModel = model; }
+ WorldModel *getModel() { return iModel; }
+ void incRefCount() { ++iRefCount; }
+ int decRefCount() { return --iRefCount; }
+ protected:
+ WorldModel *iModel;
+ int iRefCount;
+ };
+
+ typedef UNORDERED_MAP<uint32 , StaticMapTree *> InstanceTreeMap;
+ typedef UNORDERED_MAP<std::string, ManagedModel> ModelFileMap;
+
+ class VMapManager2 : public IVMapManager
+ {
+ protected:
+ // Tree to check collision
+ ModelFileMap iLoadedModelFiles;
+ InstanceTreeMap iInstanceMapTrees;
+ // UNORDERED_MAP<unsigned int , bool> iMapsSplitIntoTiles;
+ UNORDERED_MAP<unsigned int , bool> iIgnoreMapIds;
+
+ bool _loadMap(uint32 pMapId, const std::string &basePath, uint32 tileX, uint32 tileY);
+ /* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */
+
+ public:
+ // public for debug
+ G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
+ G3D::Vector3 convertPositionToMangosRep(float x, float y, float z) const;
+ static std::string getMapFileName(unsigned int pMapId);
+
+ VMapManager2();
+ ~VMapManager2(void);
+
+ int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y);
+
+ void unloadMap(unsigned int pMapId, int x, int y);
+ void unloadMap(unsigned int pMapId);
+
+ bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) ;
+ /**
+ fill the hit pos and return true, if an object was hit
+ */
+ bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
+ float getHeight(unsigned int pMapId, float x, float y, float z);
+
+ bool processCommand(char *pCommand) { return false; } // for debug and extensions
+
+ void preventMapsFromBeingUsed(const char* pMapIdString);
+ bool getAreaInfo(unsigned int pMapId, float x, float y, float &z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const;
+ bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float &level, float &floor, uint32 &type) const;
+
+ WorldModel* acquireModelInstance(const std::string &basepath, const std::string &filename);
+ void releaseModelInstance(const std::string &filename);
+
+ // what's the use of this? o.O
+ virtual std::string getDirFileName(unsigned int pMapId, int x, int y) const
+ {
+ return getMapFileName(pMapId);
+ }
+ virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y);
+ };
+}
+#endif