/*
* Copyright (C) 2008-2015 TrinityCore
*
* 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, see .
*/
#include "GarrisonMap.h"
#include "Garrison.h"
#include "ObjectAccessor.h"
#include "ObjectGridLoader.h"
class GarrisonGridLoader
{
public:
GarrisonGridLoader(NGridType* grid, GarrisonMap* map, Cell const& cell)
: i_cell(cell), i_grid(grid), i_map(map), i_garrison(map->GetGarrison()), i_gameObjects(0), i_creatures(0)
{ }
void Visit(GameObjectMapType& m);
void Visit(CreatureMapType& m);
void LoadN();
template static void SetObjectCell(T* obj, CellCoord const& cellCoord);
template void Visit(GridRefManager& /*m*/) { }
private:
Cell i_cell;
NGridType* i_grid;
GarrisonMap* i_map;
Garrison* i_garrison;
uint32 i_gameObjects;
uint32 i_creatures;
};
void GarrisonGridLoader::LoadN()
{
if (i_garrison)
{
i_cell.data.Part.cell_y = 0;
for (uint32 x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
{
i_cell.data.Part.cell_x = x;
for (uint32 y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
{
i_cell.data.Part.cell_y = y;
//Load creatures and game objects
TypeContainerVisitor visitor(*this);
i_grid->VisitGrid(x, y, visitor);
}
}
}
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());
}
void GarrisonGridLoader::Visit(GameObjectMapType& m)
{
std::vector plots = i_garrison->GetPlots();
if (!plots.empty())
{
CellCoord cellCoord = i_cell.GetCellCoord();
for (Garrison::Plot* plot : plots)
{
Position const& spawn = plot->PacketInfo.PlotPos;
if (cellCoord != Trinity::ComputeCellCoord(spawn.GetPositionX(), spawn.GetPositionY()))
continue;
GameObject* go = plot->CreateGameObject(i_map, i_garrison->GetFaction());
if (!go)
continue;
go->AddToGrid(m);
ObjectGridLoader::SetObjectCell(go, cellCoord);
go->AddToWorld();
++i_gameObjects;
}
}
}
void GarrisonGridLoader::Visit(CreatureMapType& /*m*/)
{
}
GarrisonMap::GarrisonMap(uint32 id, time_t expiry, uint32 instanceId, Map* parent, ObjectGuid const& owner)
: Map(id, expiry, instanceId, DIFFICULTY_NORMAL, parent), _owner(owner)
{
GarrisonMap::InitVisibilityDistance();
}
void GarrisonMap::LoadGridObjects(NGridType* grid, Cell const& cell)
{
Map::LoadGridObjects(grid, cell);
GarrisonGridLoader loader(grid, this, cell);
loader.LoadN();
}
Garrison* GarrisonMap::GetGarrison()
{
if (Player* owner = ObjectAccessor::FindConnectedPlayer(_owner))
return owner->GetGarrison();
return nullptr;
}
void GarrisonMap::InitVisibilityDistance()
{
//init visibility distance for instances
m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas();
}