/* * This file is part of the AzerothCore 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 "CellImpl.h" #include "Corpse.h" #include "Creature.h" #include "CreatureAI.h" #include "DynamicObject.h" #include "GameObject.h" #include "ObjectMgr.h" #include "Transport.h" #include "Vehicle.h" // 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(GridRefMgr&) { } private: Cell i_cell; Map* i_map; NGridType& i_grid; 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 ObjectGridLoader::SetObjectCell(GameObject* obj, CellCoord const& cellCoord) { Cell cell(cellCoord); obj->SetCurrentCell(cell); } template void AddObjectHelper(CellCoord& cell, GridRefMgr& 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 AddObjectHelper(CellCoord& cell, GameObjectMapType& m, uint32& count, Map* map, GameObject* 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, GridRefMgr& 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; ObjectGuid::LowType guid = *i_guid; if (!obj->LoadFromDB(guid, map)) { delete obj; continue; } AddObjectHelper(cell, m, count, map, obj); } } template <> void LoadHelper(CellGuidSet const& guid_set, CellCoord& cell, GridRefMgr& m, uint32& count, Map* map) { for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid) { ObjectGuid::LowType guid = *i_guid; GameObjectData const* data = sObjectMgr->GetGOData(guid); GameObject* obj = data && sObjectMgr->IsGameObjectStaticTransport(data->id) ? new StaticTransport() : new GameObject(); if (!obj->LoadFromDB(guid, map)) { delete obj; 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(); 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); } } } LOG_DEBUG("maps", "{} GameObjects, {} Creatures, and {} Corpses/Bones loaded for grid {} on map {}", i_gameObjects, i_creatures, i_corpses, i_grid.GetGridId(), i_map->GetId()); } template void ObjectGridUnloader::Visit(GridRefMgr& 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; } } template void ObjectGridCleaner::Visit(GridRefMgr& m) { for (typename GridRefMgr::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 ObjectGridCleaner::Visit(CreatureMapType&); template void ObjectGridCleaner::Visit(GameObjectMapType&); template void ObjectGridCleaner::Visit(DynamicObjectMapType&); template void ObjectGridCleaner::Visit(CorpseMapType&);