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Core/Garrisons: Basics for garrisons
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125
src/server/game/Garrison/GarrisonMap.cpp
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125
src/server/game/Garrison/GarrisonMap.cpp
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/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GarrisonMap.h"
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#include "Garrison.h"
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#include "ObjectAccessor.h"
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#include "ObjectGridLoader.h"
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class GarrisonGridLoader
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{
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public:
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GarrisonGridLoader(NGridType* grid, GarrisonMap* map, Cell const& cell)
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: i_cell(cell), i_grid(grid), i_map(map), i_garrison(map->GetGarrison()), i_gameObjects(0), i_creatures(0)
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{ }
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void Visit(GameObjectMapType& m);
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void Visit(CreatureMapType& m);
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void LoadN();
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template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);
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template<class T> void Visit(GridRefManager<T>& /*m*/) { }
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private:
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Cell i_cell;
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NGridType* i_grid;
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GarrisonMap* i_map;
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Garrison* i_garrison;
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uint32 i_gameObjects;
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uint32 i_creatures;
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};
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void GarrisonGridLoader::LoadN()
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{
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if (i_garrison)
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{
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i_cell.data.Part.cell_y = 0;
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for (uint32 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 (uint32 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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//Load creatures and game objects
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TypeContainerVisitor<GarrisonGridLoader, GridTypeMapContainer> visitor(*this);
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i_grid->VisitGrid(x, y, visitor);
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}
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}
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}
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TC_LOG_DEBUG("maps", "%u GameObjects and %u Creatures loaded for grid %u on map %u", i_gameObjects, i_creatures, i_grid->GetGridId(), i_map->GetId());
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}
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void GarrisonGridLoader::Visit(GameObjectMapType& m)
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{
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std::vector<Garrison::Plot*> plots = i_garrison->GetPlots();
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if (!plots.empty())
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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for (Garrison::Plot* plot : plots)
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{
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Position const& spawn = plot->PacketInfo.PlotPos;
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if (cellCoord != Trinity::ComputeCellCoord(spawn.GetPositionX(), spawn.GetPositionY()))
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continue;
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GameObject* go = plot->CreateGameObject(i_map, i_garrison->GetFaction());
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if (!go)
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continue;
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go->AddToGrid(m);
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ObjectGridLoader::SetObjectCell(go, cellCoord);
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go->AddToWorld();
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++i_gameObjects;
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}
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}
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}
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void GarrisonGridLoader::Visit(CreatureMapType& /*m*/)
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{
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}
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GarrisonMap::GarrisonMap(uint32 id, time_t expiry, uint32 instanceId, Map* parent, ObjectGuid const& owner)
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: Map(id, expiry, instanceId, DIFFICULTY_NORMAL, parent), _owner(owner)
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{
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GarrisonMap::InitVisibilityDistance();
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}
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void GarrisonMap::LoadGridObjects(NGridType* grid, Cell const& cell)
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{
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Map::LoadGridObjects(grid, cell);
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GarrisonGridLoader loader(grid, this, cell);
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loader.LoadN();
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}
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Garrison* GarrisonMap::GetGarrison()
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{
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if (Player* owner = ObjectAccessor::FindConnectedPlayer(_owner))
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return owner->GetGarrison();
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return nullptr;
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}
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void GarrisonMap::InitVisibilityDistance()
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{
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//init visibility distance for instances
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m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
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m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas();
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}
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