/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 "IVMapMgr.h" #include #include #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() { } void setModel(WorldModel* model) { iModel = model; } WorldModel* getModel() { return iModel; } int decRefCount() { return --iRefCount; } protected: WorldModel* iModel{nullptr}; int iRefCount{0}; }; typedef std::unordered_map InstanceTreeMap; typedef std::unordered_map ModelFileMap; enum DisableTypes { VMAP_DISABLE_AREAFLAG = 0x1, VMAP_DISABLE_HEIGHT = 0x2, VMAP_DISABLE_LOS = 0x4, VMAP_DISABLE_LIQUIDSTATUS = 0x8 }; class VMapMgr2 : public IVMapMgr { protected: // Tree to check collision ModelFileMap iLoadedModelFiles; InstanceTreeMap iInstanceMapTrees; bool thread_safe_environment; // Mutex for iLoadedModelFiles std::mutex LoadedModelFilesLock; bool _loadMap(uint32 mapId, const std::string& basePath, uint32 tileX, uint32 tileY); /* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */ static uint32 GetLiquidFlagsDummy(uint32) { return 0; } static bool IsVMAPDisabledForDummy(uint32 /*entry*/, uint8 /*flags*/) { return false; } InstanceTreeMap::const_iterator GetMapTree(uint32 mapId) const; public: // public for debug [[nodiscard]] G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const; static std::string getMapFileName(unsigned int mapId); VMapMgr2(); ~VMapMgr2() override; void InitializeThreadUnsafe(const std::vector& mapIds); int loadMap(const char* pBasePath, unsigned int mapId, int x, int y) override; void unloadMap(unsigned int mapId, int x, int y) override; void unloadMap(unsigned int mapId) override; bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) override ; /** 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) override; float getHeight(unsigned int mapId, float x, float y, float z, float maxSearchDist) override; bool processCommand(char* /*command*/) override { return false; } // for debug and extensions bool GetAreaInfo(uint32 pMapId, float x, float y, float& z, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const override; bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type, uint32& mogpFlags) const override; void GetAreaAndLiquidData(uint32 mapId, float x, float y, float z, uint8 reqLiquidType, AreaAndLiquidData& data) const override; WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags); void releaseModelInstance(const std::string& filename); // what's the use of this? o.O [[nodiscard]] std::string getDirFileName(unsigned int mapId, int /*x*/, int /*y*/) const override { return getMapFileName(mapId); } LoadResult existsMap(const char* basePath, unsigned int mapId, int x, int y) override; void GetInstanceMapTree(InstanceTreeMap& instanceMapTree); typedef uint32(*GetLiquidFlagsFn)(uint32 liquidType); GetLiquidFlagsFn GetLiquidFlagsPtr; typedef bool(*IsVMAPDisabledForFn)(uint32 entry, uint8 flags); IsVMAPDisabledForFn IsVMAPDisabledForPtr; }; } #endif