/*
 * Copyright (C) 2008-2012 TrinityCore 
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * 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 "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"
void ObjectGridEvacuator::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 must not be called for pets");
        c->GetMap()->CreatureRespawnRelocation(c, true);
    }
}
// for loading world object at grid loading (Corpses)
//TODO: to implement npc on transport, also need to load npcs at grid loading
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 void Visit(GridRefManager&) { }
    private:
        Cell i_cell;
        NGridType &i_grid;
        Map* i_map;
    public:
        uint32 i_corpses;
};
template void ObjectGridLoader::SetObjectCell(T* /*obj*/, CellCoord const& /*cellCoord*/)
{
}
template<> void ObjectGridLoader::SetObjectCell(Creature* obj, CellCoord const& cellCoord)
{
    Cell cell(cellCoord);
    obj->SetCurrentCell(cell);
}
template 
void AddObjectHelper(CellCoord &cell, GridRefManager &m, uint32 &count, Map* map, T *obj)
{
    obj->AddToGrid(m);
    ObjectGridLoader::SetObjectCell(obj, cell);
    obj->AddToWorld();
    if (obj->isActiveObject())
        map->AddToActive(obj);
    ++count;
}
template 
void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager &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->outInfo(LOG_FILTER_GENERAL, "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, CellCoord &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 = sObjectAccessor->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);
        if (obj->IsInGrid())
        {
            obj->AddToWorld();
            continue;
        }
        AddObjectHelper(cell, m, count, map, obj);
    }
}
void ObjectGridLoader::Visit(GameObjectMapType &m)
{
    CellCoord cellCoord = i_cell.GetCellCoord();
    CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cellCoord.GetId());
    LoadHelper(cell_guids.gameobjects, cellCoord, m, i_gameObjects, i_map);
}
void ObjectGridLoader::Visit(CreatureMapType &m)
{
    CellCoord cellCoord = i_cell.GetCellCoord();
    CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cellCoord.GetId());
    LoadHelper(cell_guids.creatures, cellCoord, m, i_creatures, i_map);
}
void ObjectWorldLoader::Visit(CorpseMapType &m)
{
    CellCoord cellCoord = i_cell.GetCellCoord();
    // corpses are always added to spawn mode 0 and they are spawned by their instance id
    CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), 0, cellCoord.GetId());
    LoadHelper(cell_guids.corpses, cellCoord, m, i_corpses, i_map);
}
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;
            //Load creatures and game objects
            {
                TypeContainerVisitor visitor(*this);
                i_grid.VisitGrid(x, y, visitor);
            }
            //Load corpses (not bones)
            {
                ObjectWorldLoader worker(*this);
                TypeContainerVisitor visitor(worker);
                i_grid.VisitGrid(x, y, visitor);
                i_corpses += worker.i_corpses;
            }
        }
    }
    sLog->outDebug(LOG_FILTER_MAPS, "%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());
}
template
void ObjectGridUnloader::Visit(GridRefManager &m)
{
    while (!m.isEmpty())
    {
        T *obj = m.getFirst()->getSource();
        // if option set then object already saved at this moment
        if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
            obj->SaveRespawnTime();
        //Some creatures may summon other temp summons in CleanupsBeforeDelete()
        //So we need this even after cleaner (maybe we can remove cleaner)
        //Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
        //TODO: Check if that script has the correct logic. Do we really need to summons something before deleting?
        obj->CleanupsBeforeDelete();
        ///- object will get delinked from the manager when deleted
        delete obj;
    }
}
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();
        }
    }
}
template
void ObjectGridCleaner::Visit(GridRefManager &m)
{
    for (typename GridRefManager::iterator iter = m.begin(); iter != m.end(); ++iter)
        iter->getSource()->CleanupsBeforeDelete();
}
template void ObjectGridUnloader::Visit(CreatureMapType &);
template void ObjectGridUnloader::Visit(GameObjectMapType &);
template void ObjectGridUnloader::Visit(DynamicObjectMapType &);
template void ObjectGridUnloader::Visit(CorpseMapType &);
template void ObjectGridCleaner::Visit(CreatureMapType &);
template void ObjectGridCleaner::Visit(GameObjectMapType &);
template void ObjectGridCleaner::Visit(DynamicObjectMapType &);
template void ObjectGridCleaner::Visit(CorpseMapType &);