/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "AreaTrigger.h" #include "AreaTriggerDataStore.h" #include "CellImpl.h" #include "Conversation.h" #include "Corpse.h" #include "Creature.h" #include "CreatureAI.h" #include "DynamicObject.h" #include "GameObject.h" #include "GameTime.h" #include "Log.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "PhasingHandler.h" #include "SceneObject.h" #include "World.h" #include "ScriptMgr.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); } } void ObjectGridEvacuator::Visit(GameObjectMapType &m) { // gameobject 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 (GameObjectMapType::iterator iter = m.begin(); iter != m.end();) { GameObject* go = iter->GetSource(); ++iter; go->GetMap()->GameObjectRespawnRelocation(go, 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_map(gloader.i_map), i_grid(gloader.i_grid), i_corpses(gloader.i_corpses) { } void Visit(CorpseMapType &m); template void Visit(GridRefManager&) { } private: Cell i_cell; Map* i_map; NGridType& i_grid; public: uint32& i_corpses; }; template void ObjectGridLoaderBase::SetObjectCell(T* /*obj*/, CellCoord const& /*cellCoord*/) { } template<> void ObjectGridLoaderBase::SetObjectCell(Creature* obj, CellCoord const& cellCoord) { Cell cell(cellCoord); obj->SetCurrentCell(cell); } template<> void ObjectGridLoaderBase::SetObjectCell(GameObject* 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(); ++count; } template <> void AddObjectHelper(CellCoord &cell, CreatureMapType &m, uint32 &count, Map* map, Creature *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, uint32 phaseId = 0, Optional phaseOwner = {}) { for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid) { // Don't spawn at all if there's a respawn timer ObjectGuid::LowType guid = *i_guid; if (!map->ShouldBeSpawnedOnGridLoad(guid)) continue; T* obj = new T; //TC_LOG_INFO("misc", "DEBUG: LoadHelper from table: %s for (guid: " UI64FMTD ") Loading", table, guid); if (!obj->LoadFromDB(guid, map, false, phaseOwner.is_initialized() /*allowDuplicate*/)) { delete obj; continue; } if (phaseOwner) { PhasingHandler::InitDbPersonalOwnership(obj->GetPhaseShift(), *phaseOwner); map->GetMultiPersonalPhaseTracker().RegisterTrackedObject(phaseId, *phaseOwner, obj); } 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->GetDifficultyID(), 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->GetDifficultyID(), cellCoord.GetId()); LoadHelper(cell_guids.creatures, cellCoord, m, i_creatures, i_map); } void ObjectGridLoader::Visit(AreaTriggerMapType& m) { CellCoord cellCoord = i_cell.GetCellCoord(); CellGuidSet const* areaTriggers = sAreaTriggerDataStore->GetAreaTriggersForMapAndCell(i_map->GetId(), cellCoord.GetId()); if (areaTriggers) LoadHelper(*areaTriggers, cellCoord, m, i_areaTriggers, i_map); } void ObjectWorldLoader::Visit(CorpseMapType& /*m*/) { CellCoord cellCoord = i_cell.GetCellCoord(); if (std::unordered_set const* corpses = i_map->GetCorpsesInCell(cellCoord.GetId())) { for (Corpse* corpse : *corpses) { corpse->AddToWorld(); GridType& cell = i_grid.GetGridType(i_cell.CellX(), i_cell.CellY()); if (corpse->IsWorldObject()) cell.AddWorldObject(corpse); else cell.AddGridObject(corpse); ++i_corpses; } } } void ObjectGridLoader::LoadN(void) { i_gameObjects = 0; i_creatures = 0; i_corpses = 0; 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); } //Load corpses (not bones) { ObjectWorldLoader worker(*this); TypeContainerVisitor visitor(worker); i_grid.VisitGrid(x, y, visitor); } } } TC_LOG_DEBUG("maps", "%u GameObjects, %u Creatures, %u AreaTrriggers, and %u Corpses/Bones loaded for grid %u on map %u", i_gameObjects, i_creatures, i_areaTriggers, i_corpses, i_grid.GetGridId(), i_map->GetId()); } void PersonalPhaseGridLoader::Visit(GameObjectMapType& m) { CellCoord cellCoord = i_cell.GetCellCoord(); if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellPersonalObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), _phaseId, cellCoord.GetId())) LoadHelper(cell_guids->gameobjects, cellCoord, m, i_gameObjects, i_map, _phaseId, _phaseOwner); } void PersonalPhaseGridLoader::Visit(CreatureMapType& m) { CellCoord cellCoord = i_cell.GetCellCoord(); if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellPersonalObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), _phaseId, cellCoord.GetId())) LoadHelper(cell_guids->creatures, cellCoord, m, i_creatures, i_map, _phaseId, _phaseOwner); } void PersonalPhaseGridLoader::Load(uint32 phaseId) { _phaseId = phaseId; 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); } } } template void ObjectGridUnloader::Visit(GridRefManager &m) { while (!m.isEmpty()) { T *obj = m.getFirst()->GetSource(); //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/areatriggers created at cast by creatures for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { iter->GetSource()->RemoveAllDynObjects(); iter->GetSource()->RemoveAllAreaTriggers(); if (iter->GetSource()->IsInCombat()) iter->GetSource()->CombatStop(); } } 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(AreaTriggerMapType&); template void ObjectGridUnloader::Visit(SceneObjectMapType&); template void ObjectGridUnloader::Visit(ConversationMapType&); template void ObjectGridCleaner::Visit(CreatureMapType &); template void ObjectGridCleaner::Visit(GameObjectMapType &); template void ObjectGridCleaner::Visit(DynamicObjectMapType &); template void ObjectGridCleaner::Visit(CorpseMapType &); template void ObjectGridCleaner::Visit(AreaTriggerMapType &); template void ObjectGridCleaner::Visit(SceneObjectMapType &); template void ObjectGridCleaner::Visit(ConversationMapType &);