mirror of
https://github.com/mangosfour/server.git
synced 2025-12-12 10:37:03 +00:00
304 lines
9.1 KiB
C++
304 lines
9.1 KiB
C++
/*
|
|
* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#include "ObjectGridLoader.h"
|
|
#include "ObjectAccessor.h"
|
|
#include "ObjectMgr.h"
|
|
#include "MapManager.h"
|
|
#include "Creature.h"
|
|
#include "GameObject.h"
|
|
#include "DynamicObject.h"
|
|
#include "Corpse.h"
|
|
#include "World.h"
|
|
#include "CellImpl.h"
|
|
|
|
class MANGOS_DLL_DECL ObjectGridRespawnMover
|
|
{
|
|
public:
|
|
ObjectGridRespawnMover() {}
|
|
|
|
void Move(GridType &grid);
|
|
|
|
template<class T> void Visit(GridRefManager<T> &) {}
|
|
void Visit(CreatureMapType &m);
|
|
};
|
|
|
|
void
|
|
ObjectGridRespawnMover::Move(GridType &grid)
|
|
{
|
|
TypeContainerVisitor<ObjectGridRespawnMover, GridTypeMapContainer > mover(*this);
|
|
grid.Visit(mover);
|
|
}
|
|
|
|
void
|
|
ObjectGridRespawnMover::Visit(CreatureMapType &m)
|
|
{
|
|
// creature in unloading grid can have respawn point in another grid
|
|
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
|
|
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
|
|
for(CreatureMapType::iterator iter=m.begin(), next; iter != m.end(); iter = next)
|
|
{
|
|
next = iter; ++next;
|
|
|
|
Creature * c = iter->getSource();
|
|
|
|
assert((!c->isPet() || !c->isVehicle()) && "ObjectGridRespawnMover don't must be called for pets");
|
|
|
|
Cell const& cur_cell = c->GetCurrentCell();
|
|
|
|
float resp_x, resp_y, resp_z;
|
|
c->GetRespawnCoord(resp_x, resp_y, resp_z);
|
|
CellPair resp_val = MaNGOS::ComputeCellPair(resp_x, resp_y);
|
|
Cell resp_cell(resp_val);
|
|
|
|
if(cur_cell.DiffGrid(resp_cell))
|
|
{
|
|
MapManager::Instance().GetMap(c->GetMapId(), c)->CreatureRespawnRelocation(c);
|
|
// false result ignored: will be unload with other creatures at grid
|
|
}
|
|
}
|
|
}
|
|
|
|
// for loading world object at grid loading (Corpses)
|
|
class ObjectWorldLoader
|
|
{
|
|
public:
|
|
explicit ObjectWorldLoader(ObjectGridLoader& gloader)
|
|
: i_cell(gloader.i_cell), i_grid(gloader.i_grid), i_map(gloader.i_map), i_corpses (0)
|
|
{}
|
|
|
|
void Visit(CorpseMapType &m);
|
|
|
|
template<class T> void Visit(GridRefManager<T>&) { }
|
|
|
|
private:
|
|
Cell i_cell;
|
|
NGridType &i_grid;
|
|
Map* i_map;
|
|
public:
|
|
uint32 i_corpses;
|
|
};
|
|
|
|
template<class T> void addUnitState(T* /*obj*/, CellPair const& /*cell_pair*/)
|
|
{
|
|
}
|
|
|
|
template<> void addUnitState(Creature *obj, CellPair const& cell_pair)
|
|
{
|
|
Cell cell(cell_pair);
|
|
|
|
obj->SetCurrentCell(cell);
|
|
if(obj->isSpiritService())
|
|
obj->setDeathState(DEAD);
|
|
}
|
|
|
|
template <class T>
|
|
void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map)
|
|
{
|
|
for(CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
|
|
{
|
|
T* obj = new T;
|
|
uint32 guid = *i_guid;
|
|
//sLog.outString("DEBUG: LoadHelper from table: %s for (guid: %u) Loading",table,guid);
|
|
if(!obj->LoadFromDB(guid, map))
|
|
{
|
|
delete obj;
|
|
continue;
|
|
}
|
|
|
|
obj->GetGridRef().link(&m, obj);
|
|
|
|
addUnitState(obj,cell);
|
|
obj->AddToWorld();
|
|
++count;
|
|
|
|
}
|
|
}
|
|
|
|
void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType &m, uint32 &count, Map* map)
|
|
{
|
|
if(cell_corpses.empty())
|
|
return;
|
|
|
|
for(CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
|
|
{
|
|
if(itr->second != map->GetInstanceId())
|
|
continue;
|
|
|
|
uint32 player_guid = itr->first;
|
|
|
|
Corpse *obj = ObjectAccessor::Instance().GetCorpseForPlayerGUID(player_guid);
|
|
if(!obj)
|
|
continue;
|
|
|
|
obj->GetGridRef().link(&m, obj);
|
|
|
|
addUnitState(obj,cell);
|
|
obj->AddToWorld();
|
|
++count;
|
|
}
|
|
}
|
|
|
|
void
|
|
ObjectGridLoader::Visit(GameObjectMapType &m)
|
|
{
|
|
uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
|
|
uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
|
|
CellPair cell_pair(x,y);
|
|
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
|
|
|
|
CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
|
|
|
|
LoadHelper(cell_guids.gameobjects, cell_pair, m, i_gameObjects, i_map);
|
|
}
|
|
|
|
void
|
|
ObjectGridLoader::Visit(CreatureMapType &m)
|
|
{
|
|
uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
|
|
uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
|
|
CellPair cell_pair(x,y);
|
|
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
|
|
|
|
CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id);
|
|
|
|
LoadHelper(cell_guids.creatures, cell_pair, m, i_creatures, i_map);
|
|
}
|
|
|
|
void
|
|
ObjectWorldLoader::Visit(CorpseMapType &m)
|
|
{
|
|
uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX();
|
|
uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY();
|
|
CellPair cell_pair(x,y);
|
|
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
|
|
|
|
// corpses are always added to spawn mode 0 and they are spawned by their instance id
|
|
CellObjectGuids const& cell_guids = objmgr.GetCellObjectGuids(i_map->GetId(), 0, cell_id);
|
|
LoadHelper(cell_guids.corpses, cell_pair, m, i_corpses, i_map);
|
|
}
|
|
|
|
void
|
|
ObjectGridLoader::Load(GridType &grid)
|
|
{
|
|
{
|
|
TypeContainerVisitor<ObjectGridLoader, GridTypeMapContainer > loader(*this);
|
|
grid.Visit(loader);
|
|
}
|
|
|
|
{
|
|
ObjectWorldLoader wloader(*this);
|
|
TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer > loader(wloader);
|
|
grid.Visit(loader);
|
|
i_corpses = wloader.i_corpses;
|
|
}
|
|
}
|
|
|
|
void ObjectGridLoader::LoadN(void)
|
|
{
|
|
i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
|
|
i_cell.data.Part.cell_y = 0;
|
|
for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
|
|
{
|
|
i_cell.data.Part.cell_x = x;
|
|
for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
|
|
{
|
|
i_cell.data.Part.cell_y = y;
|
|
GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
|
|
loader.Load(i_grid(x, y), *this);
|
|
}
|
|
}
|
|
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());
|
|
}
|
|
|
|
void ObjectGridUnloader::MoveToRespawnN()
|
|
{
|
|
for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
|
|
{
|
|
for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
|
|
{
|
|
ObjectGridRespawnMover mover;
|
|
mover.Move(i_grid(x, y));
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
ObjectGridUnloader::Unload(GridType &grid)
|
|
{
|
|
TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer > unloader(*this);
|
|
grid.Visit(unloader);
|
|
}
|
|
|
|
template<class T>
|
|
void
|
|
ObjectGridUnloader::Visit(GridRefManager<T> &m)
|
|
{
|
|
while(!m.isEmpty())
|
|
{
|
|
T *obj = m.getFirst()->getSource();
|
|
// if option set then object already saved at this moment
|
|
if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
|
|
obj->SaveRespawnTime();
|
|
///- object must be out of world before delete
|
|
obj->RemoveFromWorld();
|
|
///- object will get delinked from the manager when deleted
|
|
delete obj;
|
|
}
|
|
}
|
|
|
|
template<>
|
|
void
|
|
ObjectGridUnloader::Visit(CreatureMapType &m)
|
|
{
|
|
// remove all cross-reference before deleting
|
|
for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
|
|
iter->getSource()->CleanupsBeforeDelete();
|
|
|
|
while(!m.isEmpty())
|
|
{
|
|
Creature *obj = m.getFirst()->getSource();
|
|
// if option set then object already saved at this moment
|
|
if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
|
|
obj->SaveRespawnTime();
|
|
///- object will get delinked from the manager when deleted
|
|
delete obj;
|
|
}
|
|
}
|
|
|
|
void
|
|
ObjectGridStoper::Stop(GridType &grid)
|
|
{
|
|
TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer > stoper(*this);
|
|
grid.Visit(stoper);
|
|
}
|
|
|
|
void
|
|
ObjectGridStoper::Visit(CreatureMapType &m)
|
|
{
|
|
// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
|
|
for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
|
|
{
|
|
iter->getSource()->CombatStop();
|
|
iter->getSource()->DeleteThreatList();
|
|
iter->getSource()->RemoveAllDynObjects();
|
|
}
|
|
}
|
|
|
|
template void ObjectGridUnloader::Visit(GameObjectMapType &);
|
|
template void ObjectGridUnloader::Visit(DynamicObjectMapType &);
|