diff options
author | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
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committer | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
commit | 9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch) | |
tree | b5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/ObjectGridLoader.cpp |
[svn] * Proper SVN structureinit
--HG--
branch : trunk
Diffstat (limited to 'src/game/ObjectGridLoader.cpp')
-rw-r--r-- | src/game/ObjectGridLoader.cpp | 304 |
1 files changed, 304 insertions, 0 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp new file mode 100644 index 00000000000..2ce17d4650f --- /dev/null +++ b/src/game/ObjectGridLoader.cpp @@ -0,0 +1,304 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * + * 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 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 = 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 &); |