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Active objects triggrering grid loading and updating around self like players. It can be used for event long run movements or escoring quest travels. Also can be used for proper implementation far vision spells. Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true); Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning that each rabbit must be active creature. Also added independent grid unloading locks for explicit unloading lock, lock for used by instance copied grids, lock counter for actiove object spawn grids locks. Last case required for prevent double spawn active creature walk far away from spawn point.
308 lines
9.2 KiB
C++
308 lines
9.2 KiB
C++
/*
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* Copyright (C) 2005-2009 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 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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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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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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map->AddToActive(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)
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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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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 = 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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