/* * Copyright (C) 2008-2011 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) 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->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, 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) { uint32 x = (i_cell.GridX()*MAX_NUMBER_OF_CELLS) + i_cell.CellX(); uint32 y = (i_cell.GridY()*MAX_NUMBER_OF_CELLS) + i_cell.CellY(); CellCoord cellCoord(x, y); uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord; CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id); LoadHelper(cell_guids.gameobjects, cellCoord, 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(); CellCoord cellCoord(x, y); uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord; CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetSpawnMode(), cell_id); LoadHelper(cell_guids.creatures, cellCoord, 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(); CellCoord cellCoord(x, y); uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord; // 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, cell_id); 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 &);