89 lines
3.4 KiB
C++
89 lines
3.4 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#ifndef _IVMAPMANAGER_H
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#define _IVMAPMANAGER_H
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#include <string>
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#include "Define.h"
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//===========================================================
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/**
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This is the minimum interface to the VMapMamager.
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*/
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namespace VMAP
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{
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enum VMAP_LOAD_RESULT
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{
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VMAP_LOAD_RESULT_ERROR,
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VMAP_LOAD_RESULT_OK,
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VMAP_LOAD_RESULT_IGNORED
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};
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#define VMAP_INVALID_HEIGHT -100000.0f // for check
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#define VMAP_INVALID_HEIGHT_VALUE -200000.0f // real assigned value in unknown height case
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//===========================================================
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class IVMapManager
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{
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private:
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bool iEnableLineOfSightCalc;
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bool iEnableHeightCalc;
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public:
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IVMapManager() : iEnableLineOfSightCalc(true), iEnableHeightCalc(true) { }
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virtual ~IVMapManager(void) { }
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virtual int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0;
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virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0;
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virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
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virtual void unloadMap(unsigned int pMapId) = 0;
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virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
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virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
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/**
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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
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return a position, that is pReduceDist closer to the origin
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*/
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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;
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/**
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send debug commands
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*/
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virtual bool processCommand(char* pCommand) = 0;
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/**
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Enable/disable LOS calculation
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It is enabled by default. If it is enabled in mid game the maps have to loaded manualy
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*/
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void setEnableLineOfSightCalc(bool pVal) { iEnableLineOfSightCalc = pVal; }
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/**
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Enable/disable model height calculation
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It is enabled by default. If it is enabled in mid game the maps have to loaded manualy
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*/
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void setEnableHeightCalc(bool pVal) { iEnableHeightCalc = pVal; }
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bool isLineOfSightCalcEnabled() const { return (iEnableLineOfSightCalc); }
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bool isHeightCalcEnabled() const { return (iEnableHeightCalc); }
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bool isMapLoadingEnabled() const { return (iEnableLineOfSightCalc || iEnableHeightCalc ); }
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virtual std::string getDirFileName(unsigned int pMapId, int x, int y) const = 0;
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/**
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Query world model area info.
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\param z gets adjusted to the ground height for which this are info is valid
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*/
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virtual bool getAreaInfo(unsigned int pMapId, float x, float y, float& z, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const = 0;
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virtual bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float& level, float& floor, uint32& type) const = 0;
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};
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}
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#endif
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