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Object Grid Loader

This document contains code for loading and unloading world objects in grid cells in the AzerothCore game server emulator. It defines classes for loading game objects, creatures, corpses, and other objects into grid cells as they are loaded, and for cleaning and unloading objects from grid cells as they are unloaded. Template specializations and helper functions are used to handle loading and processing the different object types.
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0% found this document useful (0 votes)
39 views

Object Grid Loader

This document contains code for loading and unloading world objects in grid cells in the AzerothCore game server emulator. It defines classes for loading game objects, creatures, corpses, and other objects into grid cells as they are loaded, and for cleaning and unloading objects from grid cells as they are unloaded. Template specializations and helper functions are used to handle loading and processing the different object types.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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/*

* 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 <http://www.gnu.org/licenses/>.
*/

#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<class T> void Visit(GridRefMgr<T>&) { }

private:
Cell i_cell;
Map* i_map;
NGridType& i_grid;
public:
uint32& i_corpses;
};

template<class T> 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 <class T>


void AddObjectHelper(CellCoord& cell, GridRefMgr<T>& 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 <class T>


void LoadHelper(CellGuidSet const& guid_set, CellCoord& cell, GridRefMgr<T>& 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<GameObject>& 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<Corpse*> 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<ObjectGridLoader, GridTypeMapContainer>
visitor(*this);
i_grid.VisitGrid(x, y, visitor);
}

//Load corpses (not bones)


{
ObjectWorldLoader worker(*this);
TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer>
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<class T>
void ObjectGridUnloader::Visit(GridRefMgr<T>& 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<class T>
void ObjectGridCleaner::Visit(GridRefMgr<T>& m)
{
for (typename GridRefMgr<T>::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<GameObject>(GameObjectMapType&);
template void ObjectGridCleaner::Visit<DynamicObject>(DynamicObjectMapType&);
template void ObjectGridCleaner::Visit<Corpse>(CorpseMapType&);

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