1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
|
/*
* 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
|