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-rw-r--r--src/game/ObjectGridLoader.cpp325
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diff --git a/src/game/ObjectGridLoader.cpp b/src/game/ObjectGridLoader.cpp
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-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "Creature.h"
-#include "Vehicle.h"
-#include "GameObject.h"
-#include "DynamicObject.h"
-#include "Corpse.h"
-#include "World.h"
-#include "CellImpl.h"
-#include "CreatureAI.h"
-
-class 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();)
- {
- 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);
- // 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 AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
-{
- obj->GetGridRef().link(&m, obj);
- addUnitState(obj,cell);
- 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)
- {
- 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;
- }
-
- 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)
- {
- 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)
-{
- 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_IMMEDIATELY))
- 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()->RemoveAllDynObjects();
- if (iter->getSource()->isInCombat())
- {
- iter->getSource()->CombatStop();
- iter->getSource()->DeleteThreatList();
- iter->getSource()->AI()->EnterEvadeMode();
- }
- }
-}
-
-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)
- iter->getSource()->CleanupsBeforeDelete();
-}
-
-template<class T>
-void
-ObjectGridCleaner::Visit(GridRefManager<T> &m)
-{
- 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 &);
-template void ObjectGridUnloader::Visit(CorpseMapType &);
-template void ObjectGridCleaner::Visit<GameObject>(GameObjectMapType &);
-template void ObjectGridCleaner::Visit<DynamicObject>(DynamicObjectMapType &);
-template void ObjectGridCleaner::Visit<Corpse>(CorpseMapType &);