/*
* Copyright (C) 2008 Trinity
*
* Thanks to the original authors: MaNGOS
*
* 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 TRINITY_DLL_DECL ObjectGridRespawnMover
{
public:
ObjectGridRespawnMover() {}
void Move(GridType &grid);
template void Visit(GridRefManager &) {}
void Visit(CreatureMapType &m);
};
void
ObjectGridRespawnMover::Move(GridType &grid)
{
TypeContainerVisitor 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 respwn point to prevent this case. For player view in respawn grid this wll 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() && "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 = Trinity::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 void Visit(GridRefManager&) { }
private:
Cell i_cell;
NGridType &i_grid;
Map* i_map;
public:
uint32 i_corpses;
};
template 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
void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager &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 loader(*this);
grid.Visit(loader);
}
{
ObjectWorldLoader wloader(*this);
TypeContainerVisitor 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 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 unloader(*this);
grid.Visit(unloader);
}
template
void
ObjectGridUnloader::Visit(GridRefManager &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 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 &);