/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef _IVMAPMANAGER_H #define _IVMAPMANAGER_H #include #include "Define.h" //=========================================================== /** This is the minimum interface to the VMapMamager. */ namespace VMAP { enum VMAP_LOAD_RESULT { VMAP_LOAD_RESULT_ERROR, VMAP_LOAD_RESULT_OK, VMAP_LOAD_RESULT_IGNORED }; #define VMAP_INVALID_HEIGHT -100000.0f // for check #define VMAP_INVALID_HEIGHT_VALUE -200000.0f // real assigned value in unknown height case //=========================================================== class IVMapManager { private: bool iEnableLineOfSightCalc{true}; bool iEnableHeightCalc{true}; public: IVMapManager() { } virtual ~IVMapManager() = default; virtual int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0; virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0; virtual void unloadMap(unsigned int pMapId, int x, int y) = 0; virtual void unloadMap(unsigned int pMapId) = 0; virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0; virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0; /** test if we hit an object. return true if we hit one. rx, ry, rz will hold the hit position or the dest position, if no intersection was found return a position, that is pReduceDist closer to the origin */ virtual 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) = 0; /** send debug commands */ virtual bool processCommand(char* pCommand) = 0; /** Enable/disable LOS calculation It is enabled by default. If it is enabled in mid game the maps have to loaded manualy */ void setEnableLineOfSightCalc(bool pVal) { iEnableLineOfSightCalc = pVal; } /** Enable/disable model height calculation It is enabled by default. If it is enabled in mid game the maps have to loaded manualy */ void setEnableHeightCalc(bool pVal) { iEnableHeightCalc = pVal; } [[nodiscard]] bool isLineOfSightCalcEnabled() const { return (iEnableLineOfSightCalc); } [[nodiscard]] bool isHeightCalcEnabled() const { return (iEnableHeightCalc); } [[nodiscard]] bool isMapLoadingEnabled() const { return (iEnableLineOfSightCalc || iEnableHeightCalc ); } [[nodiscard]] virtual std::string getDirFileName(unsigned int pMapId, int x, int y) const = 0; /** Query world model area info. \param z gets adjusted to the ground height for which this are info is valid */ virtual bool getAreaInfo(unsigned int pMapId, float x, float y, float& z, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const = 0; virtual bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float& level, float& floor, uint32& type) const = 0; }; } #endif