本文整理汇总了C++中vmap::IVMapManager类的典型用法代码示例。如果您正苦于以下问题:C++ IVMapManager类的具体用法?C++ IVMapManager怎么用?C++ IVMapManager使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了IVMapManager类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetHeight
float TerrainInfo::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const
{
// find raw .map surface under Z coordinates
float mapHeight;
float z2 = z + 2.f;
if (GridMap *gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
{
float _mapheight = gmap->getHeight(x,y);
// look from a bit higher pos to find the floor, ignore under surface case
if (z2 > _mapheight)
mapHeight = _mapheight;
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
float vmapHeight;
if (pUseVmaps)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if (vmgr->isHeightCalcEnabled())
{
// if mapHeight has been found search vmap height at least until mapHeight point
// this prevent case when original Z "too high above ground and vmap height search fail"
// this will not affect most normal cases (no map in instance, or stay at ground at continent)
if (mapHeight > INVALID_HEIGHT && z2 - mapHeight > maxSearchDist)
maxSearchDist = z2 - mapHeight + 1.0f; // 1.0 make sure that we not fail for case when map height near but above for vamp height
// look from a bit higher pos to find the floor
vmapHeight = vmgr->getHeight(GetMapId(), x, y, z2, maxSearchDist);
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
// mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
// vmapheight set for any under Z value or <= INVALID_HEIGHT
if (vmapHeight > INVALID_HEIGHT)
{
if (mapHeight > INVALID_HEIGHT)
{
// we have mapheight and vmapheight and must select more appropriate
// we are already under the surface or vmap height above map heigt
// or if the distance of the vmap height is less the land height distance
if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z))
return vmapHeight;
else
return mapHeight; // better use .map surface height
}
else
return vmapHeight; // we have only vmapHeight (if have)
}
return mapHeight;
}
示例2:
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance = 11;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
i_nextMove = 1;
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();
for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
{
float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
BlizzLike::NormalizeMapCoord(wanderX);
BlizzLike::NormalizeMapCoord(wanderY);
float new_z = map->GetHeight(wanderX, wanderY, z, true);
if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
{
// Don't move in water if we're not already in
// Don't move on land if we're not already on it either
bool is_water_now = map->IsInWater(x, y, z);
bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
continue;
}
i_waypoints[idx][0] = wanderX;
i_waypoints[idx][1] = wanderY;
i_waypoints[idx][2] = new_z;
// prevent falling down over an edge and check vmap if possible
if (z > i_waypoints[idx][2] + 3.0f ||
(vMaps && !vMaps->isInLineOfSight(map->GetId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], i_waypoints[idx][2])))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
}
}
else // Back to previous location
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
continue;
}
}
unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
unit.CastStop();
unit.StopMoving();
unit.RemoveUnitMovementFlag(MOVEFLAG_WALK_MODE);
unit.addUnitState(UNIT_STAT_CONFUSED);
}
示例3: getLiquidStatus
GridMapLiquidStatus TerrainInfo::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData* data) const
{
GridMapLiquidStatus result = LIQUID_MAP_NO_WATER;
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
float liquid_level = INVALID_HEIGHT_VALUE;
float ground_level = INVALID_HEIGHT_VALUE;
uint32 liquid_type = 0;
ground_level = GetHeightStatic(x,y,z,true,DEFAULT_WATER_SEARCH);
if (vmgr->GetLiquidLevel(GetMapId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type))
{
// DEBUG_LOG("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type);
// Check water level and ground level
if (liquid_level > ground_level && z > ground_level - 2)
{
// All ok in water -> store data
if (data)
{
// hardcoded in client like this
if (GetMapId() == 530 && liquid_type == 2)
liquid_type = 15;
uint32 liquidFlagType = 0;
if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(liquid_type))
liquidFlagType = liq->Type;
if (liquid_type && liquid_type < 21)
{
if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(GetAreaFlag(x, y, z), GetMapId()))
{
uint32 overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
if (!overrideLiquid && area->zone)
{
area = GetAreaEntryByAreaID(area->zone);
if (area)
overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
}
if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
{
liquid_type = overrideLiquid;
liquidFlagType = liq->Type;
}
}
}
data->level = liquid_level;
data->depth_level = ground_level;
data->entry = liquid_type;
data->type_flags = 1 << liquidFlagType;
}
// For speed check as int values
int delta = int((liquid_level - z) * 10);
// Get position delta
if (delta > 20) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -1) // Walk on water
return LIQUID_MAP_WATER_WALK;
result = LIQUID_MAP_ABOVE_WATER;
}
}
else if (GridMap* gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
{
GridMapLiquidData map_data;
GridMapLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data);
// Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER:
if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level))
{
if (data)
{
// hardcoded in client like this
if (GetMapId() == 530 && map_data.entry == 2)
map_data.entry = 15;
*data = map_data;
}
return map_result;
}
}
return result;
}
示例4: InLineOfSight
bool TerrainHolder::InLineOfSight(float x, float y, float z, float x2, float y2, float z2)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
return vmgr->isInLineOfSight(m_mapid, x, y, z, x2, y2, z2);
}