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-rw-r--r--src/game/ObjectGridLoader.cpp67
1 files changed, 57 insertions, 10 deletions
diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
index 32b0a08e409..9a8d89d1120 100644
--- a/src/game/ObjectGridLoader.cpp
+++ b/src/game/ObjectGridLoader.cpp
@@ -17,6 +17,7 @@
* 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"
@@ -28,36 +29,45 @@
#include "World.h"
#include "CellImpl.h"
#include "CreatureAI.h"
+
class TRINITY_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 respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
- for(CreatureMapType::iterator iter = m.begin(); iter != m.end();)
+ for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); )
{
Creature * c = iter->getSource();
++iter;
+
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))
{
c->GetMap()->CreatureRespawnRelocation(c);
@@ -65,6 +75,7 @@ ObjectGridRespawnMover::Visit(CreatureMapType &m)
}
}
}
+
// for loading world object at grid loading (Corpses)
class ObjectWorldLoader
{
@@ -72,8 +83,11 @@ class ObjectWorldLoader
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;
@@ -81,16 +95,20 @@ class ObjectWorldLoader
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 AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
{
@@ -99,12 +117,14 @@ void AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* m
obj->AddToWorld();
if(obj->isActiveObject())
map->AddToActive(obj);
+
++count;
}
+
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)
+ for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
{
T* obj = new T;
uint32 guid = *i_guid;
@@ -114,29 +134,37 @@ void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &
delete obj;
continue;
}
+
AddObjectHelper(cell, m, count, map, obj);
}
}
+
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)
+
+ 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;
+
// TODO: this is a hack
// corpse's map should be reset when the map is unloaded
// but it may still exist when the grid is unloaded but map is not
// in that case map == currMap
obj->SetMap(map);
+
AddObjectHelper(cell, m, count, map, obj);
}
}
+
void
ObjectGridLoader::Visit(GameObjectMapType &m)
{
@@ -144,9 +172,12 @@ ObjectGridLoader::Visit(GameObjectMapType &m)
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)
{
@@ -154,9 +185,12 @@ ObjectGridLoader::Visit(CreatureMapType &m)
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)
{
@@ -164,10 +198,12 @@ ObjectWorldLoader::Visit(CorpseMapType &m)
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)
{
@@ -175,6 +211,7 @@ ObjectGridLoader::Load(GridType &grid)
TypeContainerVisitor<ObjectGridLoader, GridTypeMapContainer > loader(*this);
grid.Visit(loader);
}
+
{
ObjectWorldLoader wloader(*this);
TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer > loader(wloader);
@@ -182,14 +219,15 @@ ObjectGridLoader::Load(GridType &grid)
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)
+ 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)
+ for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
{
i_cell.data.Part.cell_y = y;
GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
@@ -198,23 +236,26 @@ void ObjectGridLoader::LoadN(void)
}
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 x=0; x < MAX_NUMBER_OF_CELLS; ++x)
{
- for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
+ 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)
@@ -229,17 +270,19 @@ ObjectGridUnloader::Visit(GridRefManager<T> &m)
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)
+ for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
iter->getSource()->RemoveAllDynObjects();
if(iter->getSource()->isInCombat())
@@ -250,25 +293,29 @@ ObjectGridStoper::Visit(CreatureMapType &m)
}
}
}
+
void
ObjectGridCleaner::Stop(GridType &grid)
{
TypeContainerVisitor<ObjectGridCleaner, GridTypeMapContainer > stoper(*this);
grid.Visit(stoper);
}
+
void
ObjectGridCleaner::Visit(CreatureMapType &m)
{
- for(CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
+ for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
iter->getSource()->CleanupsBeforeDelete();
}
+
template<class T>
void
ObjectGridCleaner::Visit(GridRefManager<T> &m)
{
- for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
+ for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
iter->getSource()->RemoveFromWorld();
}
+
template void ObjectGridUnloader::Visit(CreatureMapType &);
template void ObjectGridUnloader::Visit(GameObjectMapType &);
template void ObjectGridUnloader::Visit(DynamicObjectMapType &);