Core/Maps: Moved corpse management to map level

This commit is contained in:
Shauren
2015-09-28 17:20:27 +02:00
parent 3bc3b67a8f
commit cd27fd38b9
35 changed files with 338 additions and 438 deletions

View File

@@ -57,9 +57,9 @@ ZoneDynamicInfo::ZoneDynamicInfo() : MusicId(0), WeatherId(WEATHER_STATE_FINE),
Map::~Map()
{
sScriptMgr->OnDestroyMap(this);
// UnloadAll must be called before deleting the map
UnloadAll();
sScriptMgr->OnDestroyMap(this);
while (!i_worldObjects.empty())
{
@@ -399,7 +399,7 @@ void Map::DeleteFromWorld(T* obj)
template<>
void Map::DeleteFromWorld(Player* player)
{
sObjectAccessor->RemoveObject(player);
ObjectAccessor::RemoveObject(player);
RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
delete player;
}
@@ -466,8 +466,6 @@ bool Map::EnsureGridLoaded(const Cell &cell)
LoadGridObjects(grid, cell);
// Add resurrectable corpses to world object list in grid
sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this);
Balance();
return true;
}
@@ -516,6 +514,9 @@ bool Map::AddPlayerToMap(Player* player, bool initPlayer /*= true*/)
player->UpdateObjectVisibility(false);
player->SendUpdatePhasing();
if (player->IsAlive())
ConvertCorpseToBones(player->GetGUID());
sScriptMgr->OnPlayerEnterMap(this, player);
return true;
}
@@ -3580,7 +3581,7 @@ time_t Map::GetLinkedRespawnTime(ObjectGuid guid) const
void Map::LoadCorpseData()
{
std::unordered_map<uint64, std::unordered_set<uint32>> phases;
std::unordered_map<ObjectGuid::LowType, std::unordered_set<uint32>> phases;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CORPSE_PHASES);
stmt->setUInt32(0, GetId());
@@ -3594,7 +3595,7 @@ void Map::LoadCorpseData()
do
{
Field* fields = phaseResult->Fetch();
uint64 guid = fields[0].GetUInt64();
ObjectGuid::LowType guid = fields[0].GetUInt64();
uint32 phaseId = fields[1].GetUInt32();
phases[guid].insert(phaseId);
@@ -3612,7 +3613,6 @@ void Map::LoadCorpseData()
if (!result)
return;
uint32 count = 0;
do
{
Field* fields = result->Fetch();
@@ -3634,8 +3634,8 @@ void Map::LoadCorpseData()
for (auto phaseId : phases[guid])
corpse->SetInPhase(phaseId, false, true);
sObjectAccessor->AddCorpse(corpse);
++count;
AddCorpse(corpse);
} while (result->NextRow());
}
@@ -3648,6 +3648,99 @@ void Map::DeleteCorpseData()
CharacterDatabase.Execute(stmt);
}
void Map::AddCorpse(Corpse* corpse)
{
corpse->SetMap(this);
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
_corpsesByCell[cellCoord.GetId()].insert(corpse);
_corpsesByPlayer[corpse->GetOwnerGUID()] = corpse;
}
void Map::RemoveCorpse(Corpse* corpse)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
corpse->DestroyForNearbyPlayers();
if (corpse->IsInGrid())
RemoveFromMap(corpse, false);
else
{
corpse->RemoveFromWorld();
corpse->ResetMap();
}
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
_corpsesByCell[cellCoord.GetId()].erase(corpse);
_corpsesByPlayer.erase(corpse->GetOwnerGUID());
}
Corpse* Map::ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia /*= false*/)
{
Corpse* corpse = GetCorpseByPlayer(ownerGuid);
if (!corpse)
return nullptr;
RemoveCorpse(corpse);
// remove corpse from DB
SQLTransaction trans = CharacterDatabase.BeginTransaction();
corpse->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
Corpse* bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if ((insignia ||
(IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
!IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse();
bones->Create(corpse->GetGUID().GetCounter(), this);
for (uint8 i = OBJECT_FIELD_GUID + 4; i < CORPSE_END; ++i) // don't overwrite guid
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGridCoord(corpse->GetGridCoord());
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetGuidValue(CORPSE_FIELD_OWNER, ObjectGuid::Empty);
bones->SetGuidValue(OBJECT_FIELD_DATA, corpse->GetGuidValue(OBJECT_FIELD_DATA));
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
bones->CopyPhaseFrom(corpse);
// add bones in grid store if grid loaded where corpse placed
AddToMap(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
}
void Map::RemoveOldCorpses()
{
time_t now = time(nullptr);
std::vector<ObjectGuid> corpses;
corpses.reserve(_corpsesByPlayer.size());
for (auto const& p : _corpsesByPlayer)
if (p.second->IsExpired(now))
corpses.push_back(p.first);
for (ObjectGuid const& ownerGuid : corpses)
ConvertCorpseToBones(ownerGuid);
}
void Map::SendZoneDynamicInfo(Player* player)
{
uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());