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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/game/ObjectGridLoader.cpp
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304
src/game/ObjectGridLoader.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ObjectGridLoader.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "MapManager.h"
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#include "Creature.h"
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#include "GameObject.h"
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#include "DynamicObject.h"
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#include "Corpse.h"
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#include "World.h"
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#include "CellImpl.h"
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class MANGOS_DLL_DECL ObjectGridRespawnMover
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{
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public:
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ObjectGridRespawnMover() {}
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void Move(GridType &grid);
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &m);
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};
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void
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ObjectGridRespawnMover::Move(GridType &grid)
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{
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TypeContainerVisitor<ObjectGridRespawnMover, GridTypeMapContainer > mover(*this);
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grid.Visit(mover);
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}
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void
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ObjectGridRespawnMover::Visit(CreatureMapType &m)
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{
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// creature in unloading grid can have respawn point in another grid
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// if it will be unloaded then it will not respawn in original grid until unload/load original grid
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// move to respwn point to prevent this case. For player view in respawn grid this wll be normal respawn.
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for(CreatureMapType::iterator iter=m.begin(), next; iter != m.end(); iter = next)
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{
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next = iter; ++next;
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Creature * c = iter->getSource();
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assert(!c->isPet() && "ObjectGridRespawnMover don't must be called for pets");
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Cell const& cur_cell = c->GetCurrentCell();
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float resp_x, resp_y, resp_z;
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c->GetRespawnCoord(resp_x, resp_y, resp_z);
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CellPair resp_val = MaNGOS::ComputeCellPair(resp_x, resp_y);
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Cell resp_cell(resp_val);
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if(cur_cell.DiffGrid(resp_cell))
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{
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MapManager::Instance().GetMap(c->GetMapId(), c)->CreatureRespawnRelocation(c);
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// false result ignored: will be unload with other creatures at grid
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}
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}
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}
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// for loading world object at grid loading (Corpses)
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class ObjectWorldLoader
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{
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public:
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explicit ObjectWorldLoader(ObjectGridLoader& gloader)
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: i_cell(gloader.i_cell), i_grid(gloader.i_grid), i_map(gloader.i_map), i_corpses (0)
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{}
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void Visit(CorpseMapType &m);
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template<class T> void Visit(GridRefManager<T>&) { }
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private:
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Cell i_cell;
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NGridType &i_grid;
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Map* i_map;
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public:
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uint32 i_corpses;
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};
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template<class T> void addUnitState(T* /*obj*/, CellPair const& /*cell_pair*/)
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{
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}
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template<> void addUnitState(Creature *obj, CellPair const& cell_pair)
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{
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Cell cell(cell_pair);
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obj->SetCurrentCell(cell);
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if(obj->isSpiritService())
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obj->setDeathState(DEAD);
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}
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template <class T>
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void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map)
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{
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for(CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
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{
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T* obj = new T;
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uint32 guid = *i_guid;
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//sLog.outString("DEBUG: LoadHelper from table: %s for (guid: %u) Loading",table,guid);
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if(!obj->LoadFromDB(guid, map))
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{
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delete obj;
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continue;
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}
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obj->GetGridRef().link(&m, obj);
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addUnitState(obj,cell);
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obj->AddToWorld();
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++count;
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}
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}
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void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType &m, uint32 &count, Map* map)
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{
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if(cell_corpses.empty())
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return;
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for(CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
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{
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if(itr->second != map->GetInstanceId())
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continue;
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uint32 player_guid = itr->first;
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Corpse *obj = ObjectAccessor::Instance().GetCorpseForPlayerGUID(player_guid);
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if(!obj)
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continue;
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obj->GetGridRef().link(&m, obj);
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addUnitState(obj,cell);
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obj->AddToWorld();
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++count;
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}
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}
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void
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ObjectGridLoader::Visit(GameObjectMapType &m)
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{
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uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
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uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
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CellPair cell_pair(x,y);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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LoadHelper(cell_guids.gameobjects, cell_pair, m, i_gameObjects, i_map);
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}
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void
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ObjectGridLoader::Visit(CreatureMapType &m)
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{
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uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
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uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
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CellPair cell_pair(x,y);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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LoadHelper(cell_guids.creatures, cell_pair, m, i_creatures, i_map);
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}
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void
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ObjectWorldLoader::Visit(CorpseMapType &m)
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{
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uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
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uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
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CellPair cell_pair(x,y);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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// corpses are always added to spawn mode 0 and they are spawned by their instance id
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CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), 0, cell_id);
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LoadHelper(cell_guids.corpses, cell_pair, m, i_corpses, i_map);
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}
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void
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ObjectGridLoader::Load(GridType &grid)
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{
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{
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TypeContainerVisitor<ObjectGridLoader, GridTypeMapContainer > loader(*this);
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grid.Visit(loader);
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}
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{
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ObjectWorldLoader wloader(*this);
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TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer > loader(wloader);
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grid.Visit(loader);
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i_corpses = wloader.i_corpses;
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}
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}
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void ObjectGridLoader::LoadN(void)
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{
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i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
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i_cell.data.Part.cell_y = 0;
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for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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i_cell.data.Part.cell_x = x;
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for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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i_cell.data.Part.cell_y = y;
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Load(i_grid(x, y), *this);
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}
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}
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sLog.outDebug("%u GameObjects, %u Creatures, and %u Corpses/Bones loaded for grid %u on map %u", i_gameObjects, i_creatures, i_corpses,i_grid.GetGridId(), i_map->GetId());
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}
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void ObjectGridUnloader::MoveToRespawnN()
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{
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for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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ObjectGridRespawnMover mover;
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mover.Move(i_grid(x, y));
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}
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}
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}
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void
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ObjectGridUnloader::Unload(GridType &grid)
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{
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TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer > unloader(*this);
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grid.Visit(unloader);
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}
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template<class T>
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void
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ObjectGridUnloader::Visit(GridRefManager<T> &m)
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{
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while(!m.isEmpty())
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{
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T *obj = m.getFirst()->getSource();
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// if option set then object already saved at this moment
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if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
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obj->SaveRespawnTime();
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///- object must be out of world before delete
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obj->RemoveFromWorld();
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///- object will get delinked from the manager when deleted
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delete obj;
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}
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}
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template<>
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void
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ObjectGridUnloader::Visit(CreatureMapType &m)
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{
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// remove all cross-reference before deleting
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for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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iter->getSource()->CleanupsBeforeDelete();
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while(!m.isEmpty())
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{
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Creature *obj = m.getFirst()->getSource();
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// if option set then object already saved at this moment
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if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
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obj->SaveRespawnTime();
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///- object will get delinked from the manager when deleted
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delete obj;
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}
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}
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void
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ObjectGridStoper::Stop(GridType &grid)
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{
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TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer > stoper(*this);
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grid.Visit(stoper);
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}
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void
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ObjectGridStoper::Visit(CreatureMapType &m)
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{
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// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
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for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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iter->getSource()->CombatStop();
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iter->getSource()->DeleteThreatList();
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iter->getSource()->RemoveAllDynObjects();
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}
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}
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template void ObjectGridUnloader::Visit(GameObjectMapType &);
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template void ObjectGridUnloader::Visit(DynamicObjectMapType &);
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