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Currently this functionality not used, but soon planned be used in connection wiht map persistent state specific pool system data. In different from grid spawn data stored in ObjectMgr and used for global (comon for all map copies) spawns from DB data or from gameevent system, map locla spawn data used for independet grid spawns like expected to be for pool system case when it will work in full power in instances. Maybe for something other, like script dependent "static" spawns not dependent from grid load state.
308 lines
9.7 KiB
C++
308 lines
9.7 KiB
C++
/*
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* Copyright (C) 2005-2011 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 "MapPersistentStateMgr.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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#include "GridDefines.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 respawn point to prevent this case. For player view in respawn grid this will 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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MANGOS_ASSERT((!c->IsPet() || !c->IsVehicle()) && "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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c->GetMap()->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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}
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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, GridType& grid)
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{
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BattleGround* bg = map->IsBattleGroundOrArena() ? ((BattleGroundMap*)map)->GetBG() : NULL;
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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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uint32 guid = *i_guid;
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T* obj = new T;
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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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grid.AddGridObject(obj);
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addUnitState(obj,cell);
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obj->SetMap(map);
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obj->AddToWorld();
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if(obj->isActiveObject())
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map->AddToActive(obj);
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obj->GetViewPoint().Event_AddedToWorld(&grid);
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if (bg)
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bg->OnObjectDBLoad(obj);
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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, GridType& grid)
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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_lowguid = itr->first;
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Corpse *obj = sObjectAccessor.GetCorpseForPlayerGUID(ObjectGuid(HIGHGUID_PLAYER, player_lowguid));
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if (!obj)
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continue;
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grid.AddWorldObject(obj);
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addUnitState(obj,cell);
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obj->SetMap(map);
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obj->AddToWorld();
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if (obj->isActiveObject())
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map->AddToActive(obj);
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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 = sObjectMgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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GridType& grid = (*i_map->getNGrid(i_cell.GridX(),i_cell.GridY())) (i_cell.CellX(),i_cell.CellY());
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LoadHelper(cell_guids.gameobjects, cell_pair, m, i_gameObjects, i_map, grid);
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LoadHelper(i_map->GetPersistentState()->GetCellObjectGuids(cell_id).gameobjects, cell_pair, m, i_gameObjects, i_map, grid);
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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 = sObjectMgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
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GridType& grid = (*i_map->getNGrid(i_cell.GridX(),i_cell.GridY())) (i_cell.CellX(),i_cell.CellY());
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LoadHelper(cell_guids.creatures, cell_pair, m, i_creatures, i_map, grid);
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LoadHelper(i_map->GetPersistentState()->GetCellObjectGuids(cell_id).creatures, cell_pair, m, i_creatures, i_map, grid);
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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 = sObjectMgr.GetCellObjectGuids(i_map->GetId(), 0, cell_id);
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GridType& grid = (*i_map->getNGrid(i_cell.GridX(),i_cell.GridY())) (i_cell.CellX(),i_cell.CellY());
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LoadHelper(cell_guids.corpses, cell_pair, m, i_corpses, i_map, grid);
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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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DEBUG_LOG("%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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// remove all cross-reference before deleting
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for(typename GridRefManager<T>::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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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_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY))
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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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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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