/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2010 MaNGOS * * 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, see . */ #ifndef _VMAPMANAGER2_H #define _VMAPMANAGER2_H #include "IVMapManager.h" #include "Dynamic/UnorderedMap.h" #include "Define.h" #include //=========================================================== #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 G3D { class Vector3; } 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 InstanceTreeMap; typedef UNORDERED_MAP ModelFileMap; class VMapManager2 : public IVMapManager { protected: // Tree to check collision ModelFileMap iLoadedModelFiles; InstanceTreeMap iInstanceMapTrees; // Mutex for iLoadedModelFiles ACE_Thread_Mutex LoadedModelFilesLock; bool _loadMap(uint32 mapId, 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; static std::string getMapFileName(unsigned int mapId); VMapManager2(); ~VMapManager2(void); int loadMap(const char* pBasePath, unsigned int mapId, int x, int y); void unloadMap(unsigned int mapId, int x, int y); void unloadMap(unsigned int mapId); bool isInLineOfSight(unsigned int mapId, 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 mapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist); float getHeight(unsigned int mapId, float x, float y, float z, float maxSearchDist); bool processCommand(char* /*command*/) { return false; } // for debug and extensions 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 mapId, int /*x*/, int /*y*/) const { return getMapFileName(mapId); } virtual bool existsMap(const char* basePath, unsigned int mapId, int x, int y); public: void getInstanceMapTree(InstanceTreeMap &instanceMapTree); }; } #endif