mirror of
https://github.com/TrinityCore/TrinityCore.git
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284 lines
10 KiB
C++
284 lines
10 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "ObjectGridLoader.h"
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#include "AreaTrigger.h"
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#include "AreaTriggerDataStore.h"
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#include "CellImpl.h"
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#include "Conversation.h"
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#include "Corpse.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "DynamicObject.h"
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#include "GameObject.h"
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#include "GameTime.h"
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#include "Log.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "PhasingHandler.h"
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#include "SceneObject.h"
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void ObjectGridEvacuator::Visit(CreatureMapType &m)
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{
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// creature in unloading grid can have respawn point in another grid
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// if it will be unloaded then it will not respawn in original grid until unload/load original grid
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// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end();)
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{
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Creature* c = iter->GetSource();
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++iter;
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ASSERT(!c->IsPet() && "ObjectGridRespawnMover must not be called for pets");
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c->GetMap()->CreatureRespawnRelocation(c, true);
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}
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}
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void ObjectGridEvacuator::Visit(GameObjectMapType &m)
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{
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// gameobject in unloading grid can have respawn point in another grid
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// if it will be unloaded then it will not respawn in original grid until unload/load original grid
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// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
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for (GameObjectMapType::iterator iter = m.begin(); iter != m.end();)
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{
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GameObject* go = iter->GetSource();
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++iter;
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go->GetMap()->GameObjectRespawnRelocation(go, true);
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}
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}
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// for loading world object at grid loading (Corpses)
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/// @todo to implement npc on transport, also need to load npcs at grid loading
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class ObjectWorldLoader
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{
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public:
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explicit ObjectWorldLoader(ObjectGridLoader& gloader)
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: i_cell(gloader.i_cell), i_map(gloader.i_map), i_grid(gloader.i_grid), i_corpses(gloader.i_corpses)
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{ }
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void Visit(CorpseMapType &m);
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template<class T> void Visit(GridRefManager<T>&) { }
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private:
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Cell i_cell;
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Map* i_map;
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NGridType& i_grid;
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public:
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uint32& i_corpses;
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};
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void ObjectGridLoaderBase::SetObjectCell(MapObject* obj, CellCoord const& cellCoord)
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{
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Cell cell(cellCoord);
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obj->SetCurrentCell(cell);
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}
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template <class T>
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void AddObjectHelper(CellCoord &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
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{
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obj->AddToGrid(m);
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ObjectGridLoader::SetObjectCell(obj, cell);
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obj->AddToWorld();
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if (obj->isActiveObject())
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map->AddToActive(obj);
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++count;
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}
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template <class T>
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void LoadHelper(CellGuidSet const& guid_set, CellCoord& cell, GridRefManager<T>& m, uint32& count, Map* map, uint32 phaseId = 0, Optional<ObjectGuid> phaseOwner = {})
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{
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for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
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{
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// Don't spawn at all if there's a respawn timer
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ObjectGuid::LowType guid = *i_guid;
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if (!map->ShouldBeSpawnedOnGridLoad<T>(guid))
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continue;
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T* obj = new T;
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//TC_LOG_INFO("misc", "DEBUG: LoadHelper from table: {} for (guid: {}) Loading", table, guid);
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if (!obj->LoadFromDB(guid, map, false, phaseOwner.has_value() /*allowDuplicate*/))
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{
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delete obj;
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continue;
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}
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if (phaseOwner)
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{
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PhasingHandler::InitDbPersonalOwnership(obj->GetPhaseShift(), *phaseOwner);
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map->GetMultiPersonalPhaseTracker().RegisterTrackedObject(phaseId, *phaseOwner, obj);
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}
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AddObjectHelper(cell, m, count, map, obj);
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}
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}
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void ObjectGridLoader::Visit(GameObjectMapType& m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), cellCoord.GetId()))
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LoadHelper(cell_guids->gameobjects, cellCoord, m, i_gameObjects, i_map);
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}
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void ObjectGridLoader::Visit(CreatureMapType &m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), cellCoord.GetId()))
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LoadHelper(cell_guids->creatures, cellCoord, m, i_creatures, i_map);
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}
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void ObjectGridLoader::Visit(AreaTriggerMapType& m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (CellGuidSet const* areaTriggers = sAreaTriggerDataStore->GetAreaTriggersForMapAndCell(i_map->GetId(), i_map->GetDifficultyID(), cellCoord.GetId()))
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LoadHelper(*areaTriggers, cellCoord, m, i_areaTriggers, i_map);
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}
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void ObjectWorldLoader::Visit(CorpseMapType& /*m*/)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (std::unordered_set<Corpse*> const* corpses = i_map->GetCorpsesInCell(cellCoord.GetId()))
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{
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for (Corpse* corpse : *corpses)
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{
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corpse->AddToWorld();
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GridType& cell = i_grid.GetGridType(i_cell.CellX(), i_cell.CellY());
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if (corpse->IsStoredInWorldObjectGridContainer())
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cell.AddWorldObject(corpse);
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else
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cell.AddGridObject(corpse);
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++i_corpses;
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}
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}
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}
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void ObjectGridLoader::LoadN(void)
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{
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i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
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i_cell.data.Part.cell_y = 0;
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for (uint32 x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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i_cell.data.Part.cell_x = x;
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for (uint32 y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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i_cell.data.Part.cell_y = y;
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//Load creatures and game objects
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{
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TypeContainerVisitor<ObjectGridLoader, GridTypeMapContainer> visitor(*this);
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i_grid.VisitGrid(x, y, visitor);
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}
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//Load corpses (not bones)
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{
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ObjectWorldLoader worker(*this);
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TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer> visitor(worker);
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i_grid.VisitGrid(x, y, visitor);
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}
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}
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}
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TC_LOG_DEBUG("maps", "{} GameObjects, {} Creatures, {} AreaTrriggers, and {} Corpses/Bones loaded for grid {} on map {}",
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i_gameObjects, i_creatures, i_areaTriggers, i_corpses, i_grid.GetGridId(), i_map->GetId());
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}
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void PersonalPhaseGridLoader::Visit(GameObjectMapType& m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellPersonalObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), _phaseId, cellCoord.GetId()))
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LoadHelper(cell_guids->gameobjects, cellCoord, m, i_gameObjects, i_map, _phaseId, _phaseOwner);
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}
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void PersonalPhaseGridLoader::Visit(CreatureMapType& m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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if (CellObjectGuids const* cell_guids = sObjectMgr->GetCellPersonalObjectGuids(i_map->GetId(), i_map->GetDifficultyID(), _phaseId, cellCoord.GetId()))
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LoadHelper(cell_guids->creatures, cellCoord, m, i_creatures, i_map, _phaseId, _phaseOwner);
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}
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void PersonalPhaseGridLoader::Load(uint32 phaseId)
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{
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_phaseId = phaseId;
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i_cell.data.Part.cell_y = 0;
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for (uint32 x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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i_cell.data.Part.cell_x = x;
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for (uint32 y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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i_cell.data.Part.cell_y = y;
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//Load creatures and game objects
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TypeContainerVisitor<PersonalPhaseGridLoader, GridTypeMapContainer> visitor(*this);
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i_grid.VisitGrid(x, y, visitor);
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}
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}
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}
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template<class T>
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void ObjectGridUnloader::Visit(GridRefManager<T> &m)
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{
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while (!m.empty())
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{
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T* obj = m.front()->GetSource();
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//Some creatures may summon other temp summons in CleanupsBeforeDelete()
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//So we need this even after cleaner (maybe we can remove cleaner)
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//Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
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/// @todo Check if that script has the correct logic. Do we really need to summons something before deleting?
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obj->CleanupsBeforeDelete();
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///- object will get delinked from the manager when deleted
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delete obj;
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}
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}
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void ObjectGridStoper::Visit(CreatureMapType &m)
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{
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// stop any fights at grid de-activation and remove dynobjects/areatriggers created at cast by creatures
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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iter->GetSource()->RemoveAllDynObjects();
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iter->GetSource()->RemoveAllAreaTriggers();
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if (iter->GetSource()->IsInCombat())
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iter->GetSource()->CombatStop();
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}
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}
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template<class T>
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void ObjectGridCleaner::Visit(GridRefManager<T> &m)
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{
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for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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iter->GetSource()->SetDestroyedObject(true);
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iter->GetSource()->CleanupsBeforeDelete();
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}
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}
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template void ObjectGridUnloader::Visit(CreatureMapType &);
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template void ObjectGridUnloader::Visit(GameObjectMapType &);
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template void ObjectGridUnloader::Visit(DynamicObjectMapType &);
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template void ObjectGridUnloader::Visit(AreaTriggerMapType&);
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template void ObjectGridUnloader::Visit(SceneObjectMapType&);
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template void ObjectGridUnloader::Visit(ConversationMapType&);
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template void ObjectGridCleaner::Visit(CreatureMapType &);
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template void ObjectGridCleaner::Visit<GameObject>(GameObjectMapType &);
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template void ObjectGridCleaner::Visit<DynamicObject>(DynamicObjectMapType &);
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template void ObjectGridCleaner::Visit<Corpse>(CorpseMapType &);
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template void ObjectGridCleaner::Visit<AreaTrigger>(AreaTriggerMapType &);
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template void ObjectGridCleaner::Visit<SceneObject>(SceneObjectMapType &);
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template void ObjectGridCleaner::Visit<Conversation>(ConversationMapType &);
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