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First Commit
For Azeroth!
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120
src/server/collision/Management/VMapManager2.h
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120
src/server/collision/Management/VMapManager2.h
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/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _VMAPMANAGER2_H
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#define _VMAPMANAGER2_H
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#include "IVMapManager.h"
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#include "Dynamic/UnorderedMap.h"
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#include "Define.h"
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#include <ace/Thread_Mutex.h>
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//===========================================================
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#define MAP_FILENAME_EXTENSION2 ".vmtree"
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#define FILENAMEBUFFER_SIZE 500
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/**
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This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
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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.
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Each global map or instance has its own dynamic BSP-Tree.
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The loaded ModelContainers are included in one of these BSP-Trees.
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Additionally a table to match map ids and map names is used.
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*/
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//===========================================================
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namespace G3D
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{
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class Vector3;
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}
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namespace VMAP
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{
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class StaticMapTree;
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class WorldModel;
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class ManagedModel
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{
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public:
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ManagedModel() : iModel(0), iRefCount(0) { }
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void setModel(WorldModel* model) { iModel = model; }
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WorldModel* getModel() { return iModel; }
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void incRefCount() { ++iRefCount; }
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int decRefCount() { return --iRefCount; }
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protected:
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WorldModel* iModel;
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int iRefCount;
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};
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typedef UNORDERED_MAP<uint32, StaticMapTree*> InstanceTreeMap;
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typedef UNORDERED_MAP<std::string, ManagedModel> ModelFileMap;
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class VMapManager2 : public IVMapManager
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{
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protected:
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// Tree to check collision
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ModelFileMap iLoadedModelFiles;
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InstanceTreeMap iInstanceMapTrees;
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// Mutex for iLoadedModelFiles
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ACE_Thread_Mutex LoadedModelFilesLock;
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bool _loadMap(uint32 mapId, const std::string& basePath, uint32 tileX, uint32 tileY);
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/* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */
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public:
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// public for debug
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G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
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static std::string getMapFileName(unsigned int mapId);
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VMapManager2();
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~VMapManager2(void);
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int loadMap(const char* pBasePath, unsigned int mapId, int x, int y);
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void unloadMap(unsigned int mapId, int x, int y);
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void unloadMap(unsigned int mapId);
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bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2) ;
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/**
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fill the hit pos and return true, if an object was hit
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*/
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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);
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float getHeight(unsigned int mapId, float x, float y, float z, float maxSearchDist);
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bool processCommand(char* /*command*/) { return false; } // for debug and extensions
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bool getAreaInfo(unsigned int pMapId, float x, float y, float& z, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type) const;
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WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
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void releaseModelInstance(const std::string& filename);
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// what's the use of this? o.O
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virtual std::string getDirFileName(unsigned int mapId, int /*x*/, int /*y*/) const
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{
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return getMapFileName(mapId);
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}
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virtual bool existsMap(const char* basePath, unsigned int mapId, int x, int y);
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public:
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void getInstanceMapTree(InstanceTreeMap &instanceMapTree);
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};
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}
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#endif
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