2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "ObjectAccessor.h"
20 #include "ObjectMgr.h"
21 #include "Policies/SingletonImp.h"
24 #include "GameObject.h"
25 #include "DynamicObject.h"
27 #include "WorldPacket.h"
30 #include "GridNotifiers.h"
31 #include "MapManager.h"
34 #include "GridNotifiersImpl.h"
36 #include "ObjectDefines.h"
37 #include "MapInstanced.h"
42 #define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ZThread::FastMutex>
43 INSTANTIATE_SINGLETON_2(ObjectAccessor
, CLASS_LOCK
);
44 INSTANTIATE_CLASS_MUTEX(ObjectAccessor
, ZThread::FastMutex
);
46 ObjectAccessor::ObjectAccessor() {}
47 ObjectAccessor::~ObjectAccessor() {}
50 ObjectAccessor::GetNPCIfCanInteractWith(Player
const &player
, uint64 guid
, uint32 npcflagmask
)
57 Creature
*unit
= GetCreature(player
, guid
);
62 if(!player
.CanInteractWithNPCs(!unit
->isSpiritService()))
65 // appropriate npc type
66 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
69 // alive or spirit healer
70 if(!unit
->isAlive() && (!unit
->isSpiritService() || player
.isAlive() ))
73 // not allow interaction under control
74 if(unit
->GetCharmerOrOwnerGUID())
78 if( unit
->IsHostileTo(&player
))
82 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
83 if(factionTemplate
->faction
)
84 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
85 if(faction
->reputationListID
>= 0 && player
.GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
89 if(!unit
->IsWithinDistInMap(&player
,INTERACTION_DISTANCE
))
96 ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject
const &u
, uint64 guid
)
98 if(Creature
*unit
= GetPet(guid
))
101 if(Creature
*unit
= GetVehicle(guid
))
104 return GetCreature(u
, guid
);
108 ObjectAccessor::GetCreature(WorldObject
const &u
, uint64 guid
)
110 Creature
* ret
= GetObjectInWorld(guid
, (Creature
*)NULL
);
114 if(ret
->GetMapId() != u
.GetMapId())
117 if(ret
->GetInstanceId() != u
.GetInstanceId())
124 ObjectAccessor::GetUnit(WorldObject
const &u
, uint64 guid
)
129 if(IS_PLAYER_GUID(guid
))
130 return FindPlayer(guid
);
132 return GetCreatureOrPetOrVehicle(u
, guid
);
136 ObjectAccessor::GetCorpse(WorldObject
const &u
, uint64 guid
)
138 Corpse
* ret
= GetObjectInWorld(guid
, (Corpse
*)NULL
);
141 if(ret
->GetMapId() != u
.GetMapId())
143 if(ret
->GetInstanceId() != u
.GetInstanceId())
148 Object
* ObjectAccessor::GetObjectByTypeMask(WorldObject
const &p
, uint64 guid
, uint32 typemask
)
152 if(typemask
& TYPEMASK_PLAYER
)
154 obj
= FindPlayer(guid
);
158 if(typemask
& TYPEMASK_UNIT
)
160 obj
= GetCreatureOrPetOrVehicle(p
,guid
);
164 if(typemask
& TYPEMASK_GAMEOBJECT
)
166 obj
= GetGameObject(p
,guid
);
170 if(typemask
& TYPEMASK_DYNAMICOBJECT
)
172 obj
= GetDynamicObject(p
,guid
);
176 if(typemask
& TYPEMASK_ITEM
&& p
.GetTypeId() == TYPEID_PLAYER
)
178 obj
= ((Player
const &)p
).GetItemByGuid( guid
);
186 ObjectAccessor::GetGameObject(WorldObject
const &u
, uint64 guid
)
188 GameObject
* ret
= GetObjectInWorld(guid
, (GameObject
*)NULL
);
191 if(ret
->GetMapId() != u
.GetMapId())
193 if(ret
->GetInstanceId() != u
.GetInstanceId())
199 ObjectAccessor::GetDynamicObject(WorldObject
const &u
, uint64 guid
)
201 DynamicObject
* ret
= GetObjectInWorld(guid
, (DynamicObject
*)NULL
);
204 if(ret
->GetMapId() != u
.GetMapId())
206 if(ret
->GetInstanceId() != u
.GetInstanceId())
212 ObjectAccessor::FindPlayer(uint64 guid
)
214 return GetObjectInWorld(guid
, (Player
*)NULL
);
218 ObjectAccessor::FindPlayerByName(const char *name
)
221 HashMapHolder
<Player
>::MapType
& m
= HashMapHolder
<Player
>::GetContainer();
222 HashMapHolder
<Player
>::MapType::iterator iter
= m
.begin();
223 for(; iter
!= m
.end(); ++iter
)
224 if( ::strcmp(name
, iter
->second
->GetName()) == 0 )
230 ObjectAccessor::SaveAllPlayers()
232 Guard
guard(*HashMapHolder
<Player
*>::GetLock());
233 HashMapHolder
<Player
>::MapType
& m
= HashMapHolder
<Player
>::GetContainer();
234 HashMapHolder
<Player
>::MapType::iterator itr
= m
.begin();
235 for(; itr
!= m
.end(); ++itr
)
236 itr
->second
->SaveToDB();
240 ObjectAccessor::UpdateObject(Object
* obj
, Player
* exceptPlayer
)
242 UpdateDataMapType update_players
;
243 obj
->BuildUpdate(update_players
);
246 for(UpdateDataMapType::iterator iter
= update_players
.begin(); iter
!= update_players
.end(); ++iter
)
248 if(iter
->first
== exceptPlayer
)
251 iter
->second
.BuildPacket(&packet
);
252 iter
->first
->GetSession()->SendPacket(&packet
);
258 ObjectAccessor::_buildUpdateObject(Object
*obj
, UpdateDataMapType
&update_players
)
260 bool build_for_all
= true;
262 if( obj
->isType(TYPEMASK_ITEM
) )
264 Item
*item
= static_cast<Item
*>(obj
);
265 pl
= item
->GetOwner();
266 build_for_all
= false;
270 _buildPacket(pl
, obj
, update_players
);
272 // Capt: okey for all those fools who think its a real fix
273 // THIS IS A TEMP FIX
276 WorldObject
* temp
= dynamic_cast<WorldObject
*>(obj
);
278 //assert(dynamic_cast<WorldObject*>(obj)!=NULL);
280 _buildChangeObjectForPlayer(temp
, update_players
);
282 sLog
.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
287 ObjectAccessor::_buildPacket(Player
*pl
, Object
*obj
, UpdateDataMapType
&update_players
)
289 UpdateDataMapType::iterator iter
= update_players
.find(pl
);
291 if( iter
== update_players
.end() )
293 std::pair
<UpdateDataMapType::iterator
, bool> p
= update_players
.insert( UpdateDataValueType(pl
, UpdateData()) );
298 obj
->BuildValuesUpdateBlockForPlayer(&iter
->second
, iter
->first
);
302 ObjectAccessor::_buildChangeObjectForPlayer(WorldObject
*obj
, UpdateDataMapType
&update_players
)
304 CellPair p
= MaNGOS::ComputeCellPair(obj
->GetPositionX(), obj
->GetPositionY());
306 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
308 WorldObjectChangeAccumulator
notifier(*obj
, update_players
);
309 TypeContainerVisitor
<WorldObjectChangeAccumulator
, WorldTypeMapContainer
> player_notifier(notifier
);
310 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
311 cell_lock
->Visit(cell_lock
, player_notifier
, *obj
->GetMap());
315 ObjectAccessor::GetPet(uint64 guid
)
317 return GetObjectInWorld(guid
, (Pet
*)NULL
);
321 ObjectAccessor::GetVehicle(uint64 guid
)
323 return GetObjectInWorld(guid
, (Vehicle
*)NULL
);
327 ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid
)
329 Guard
guard(i_corpseGuard
);
331 Player2CorpsesMapType::iterator iter
= i_player2corpse
.find(guid
);
332 if( iter
== i_player2corpse
.end() ) return NULL
;
334 assert(iter
->second
->GetType() != CORPSE_BONES
);
340 ObjectAccessor::RemoveCorpse(Corpse
*corpse
)
342 assert(corpse
&& corpse
->GetType() != CORPSE_BONES
);
344 Guard
guard(i_corpseGuard
);
345 Player2CorpsesMapType::iterator iter
= i_player2corpse
.find(corpse
->GetOwnerGUID());
346 if( iter
== i_player2corpse
.end() )
349 // build mapid*cellid -> guid_set map
350 CellPair cell_pair
= MaNGOS::ComputeCellPair(corpse
->GetPositionX(), corpse
->GetPositionY());
351 uint32 cell_id
= (cell_pair
.y_coord
*TOTAL_NUMBER_OF_CELLS_PER_MAP
) + cell_pair
.x_coord
;
353 objmgr
.DeleteCorpseCellData(corpse
->GetMapId(),cell_id
,corpse
->GetOwnerGUID());
354 corpse
->RemoveFromWorld();
356 i_player2corpse
.erase(iter
);
360 ObjectAccessor::AddCorpse(Corpse
*corpse
)
362 assert(corpse
&& corpse
->GetType() != CORPSE_BONES
);
364 Guard
guard(i_corpseGuard
);
365 assert(i_player2corpse
.find(corpse
->GetOwnerGUID()) == i_player2corpse
.end());
366 i_player2corpse
[corpse
->GetOwnerGUID()] = corpse
;
368 // build mapid*cellid -> guid_set map
369 CellPair cell_pair
= MaNGOS::ComputeCellPair(corpse
->GetPositionX(), corpse
->GetPositionY());
370 uint32 cell_id
= (cell_pair
.y_coord
*TOTAL_NUMBER_OF_CELLS_PER_MAP
) + cell_pair
.x_coord
;
372 objmgr
.AddCorpseCellData(corpse
->GetMapId(),cell_id
,corpse
->GetOwnerGUID(),corpse
->GetInstanceId());
376 ObjectAccessor::AddCorpsesToGrid(GridPair
const& gridpair
,GridType
& grid
,Map
* map
)
378 Guard
guard(i_corpseGuard
);
379 for(Player2CorpsesMapType::iterator iter
= i_player2corpse
.begin(); iter
!= i_player2corpse
.end(); ++iter
)
380 if(iter
->second
->GetGrid()==gridpair
)
382 // verify, if the corpse in our instance (add only corpses which are)
383 if (map
->Instanceable())
385 if (iter
->second
->GetInstanceId() == map
->GetInstanceId())
387 grid
.AddWorldObject(iter
->second
,iter
->second
->GetGUID());
392 grid
.AddWorldObject(iter
->second
,iter
->second
->GetGUID());
398 ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid
, bool insignia
)
400 Corpse
*corpse
= GetCorpseForPlayerGUID(player_guid
);
403 //in fact this function is called from several places
404 //even when player doesn't have a corpse, not an error
405 //sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
409 DEBUG_LOG("Deleting Corpse and spawning bones.");
411 // remove corpse from player_guid -> corpse map
412 RemoveCorpse(corpse
);
414 // remove resurrectble corpse from grid object registry (loaded state checked into call)
415 // do not load the map if it's not loaded
416 Map
*map
= MapManager::Instance().FindMap(corpse
->GetMapId(), corpse
->GetInstanceId());
417 if(map
) map
->Remove(corpse
,false);
419 // remove corpse from DB
420 corpse
->DeleteFromDB();
422 Corpse
*bones
= NULL
;
423 // create the bones only if the map and the grid is loaded at the corpse's location
424 // ignore bones creating option in case insignia
425 if (map
&& (insignia
||
426 (map
->IsBattleGroundOrArena() ? sWorld
.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA
) : sWorld
.getConfig(CONFIG_DEATH_BONES_WORLD
))) &&
427 !map
->IsRemovalGrid(corpse
->GetPositionX(), corpse
->GetPositionY()))
429 // Create bones, don't change Corpse
431 bones
->Create(corpse
->GetGUIDLow());
433 for (int i
= 3; i
< CORPSE_END
; i
++) // don't overwrite guid and object type
434 bones
->SetUInt32Value(i
, corpse
->GetUInt32Value(i
));
436 bones
->SetGrid(corpse
->GetGrid());
437 // bones->m_time = m_time; // don't overwrite time
438 // bones->m_inWorld = m_inWorld; // don't overwrite world state
439 // bones->m_type = m_type; // don't overwrite type
440 bones
->Relocate(corpse
->GetPositionX(), corpse
->GetPositionY(), corpse
->GetPositionZ(), corpse
->GetOrientation());
441 bones
->SetMapId(corpse
->GetMapId());
442 bones
->SetInstanceId(corpse
->GetInstanceId());
443 bones
->SetPhaseMask(corpse
->GetPhaseMask(),false);
445 bones
->SetUInt32Value(CORPSE_FIELD_FLAGS
, CORPSE_FLAG_UNK2
| CORPSE_FLAG_BONES
);
446 bones
->SetUInt64Value(CORPSE_FIELD_OWNER
, 0);
448 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
450 if(corpse
->GetUInt32Value(CORPSE_FIELD_ITEM
+ i
))
451 bones
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, 0);
454 // add bones in grid store if grid loaded where corpse placed
458 // all references to the corpse should be removed at this point
465 ObjectAccessor::Update(uint32 diff
)
467 UpdateDataMapType update_players
;
469 Guard
guard(i_updateGuard
);
470 while(!i_objects
.empty())
472 Object
* obj
= *i_objects
.begin();
473 i_objects
.erase(i_objects
.begin());
476 _buildUpdateObject(obj
, update_players
);
477 obj
->ClearUpdateMask(false);
481 WorldPacket packet
; // here we allocate a std::vector with a size of 0x10000
482 for(UpdateDataMapType::iterator iter
= update_players
.begin(); iter
!= update_players
.end(); ++iter
)
484 iter
->second
.BuildPacket(&packet
);
485 iter
->first
->GetSession()->SendPacket(&packet
);
486 packet
.clear(); // clean the string
491 ObjectAccessor::UpdatePlayers(uint32 diff
)
493 HashMapHolder
<Player
>::MapType
& playerMap
= HashMapHolder
<Player
>::GetContainer();
494 for(HashMapHolder
<Player
>::MapType::iterator iter
= playerMap
.begin(); iter
!= playerMap
.end(); ++iter
)
495 if(iter
->second
->IsInWorld())
496 iter
->second
->Update(diff
);
500 ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType
&m
)
502 for(PlayerMapType::iterator iter
= m
.begin(); iter
!= m
.end(); ++iter
)
503 if(iter
->getSource()->HaveAtClient(&i_object
))
504 ObjectAccessor::_buildPacket(iter
->getSource(), &i_object
, i_updateDatas
);
508 ObjectAccessor::UpdateObjectVisibility(WorldObject
*obj
)
510 CellPair p
= MaNGOS::ComputeCellPair(obj
->GetPositionX(), obj
->GetPositionY());
513 obj
->GetMap()->UpdateObjectVisibility(obj
,cell
,p
);
516 void ObjectAccessor::UpdateVisibilityForPlayer( Player
* player
)
518 CellPair p
= MaNGOS::ComputeCellPair(player
->GetPositionX(), player
->GetPositionY());
520 Map
* m
= player
->GetMap();
522 m
->UpdatePlayerVisibility(player
,cell
,p
);
523 m
->UpdateObjectsVisibilityFor(player
,cell
,p
);
526 /// Define the static member of HashMapHolder
528 template <class T
> UNORDERED_MAP
< uint64
, T
* > HashMapHolder
<T
>::m_objectMap
;
529 template <class T
> ZThread::FastMutex HashMapHolder
<T
>::i_lock
;
531 /// Global definitions for the hashmap storage
533 template class HashMapHolder
<Player
>;
534 template class HashMapHolder
<Pet
>;
535 template class HashMapHolder
<Vehicle
>;
536 template class HashMapHolder
<GameObject
>;
537 template class HashMapHolder
<DynamicObject
>;
538 template class HashMapHolder
<Creature
>;
539 template class HashMapHolder
<Corpse
>;
541 template Player
* ObjectAccessor::GetObjectInWorld
<Player
>(uint32 mapid
, float x
, float y
, uint64 guid
, Player
* /*fake*/);
542 template Pet
* ObjectAccessor::GetObjectInWorld
<Pet
>(uint32 mapid
, float x
, float y
, uint64 guid
, Pet
* /*fake*/);
543 template Vehicle
* ObjectAccessor::GetObjectInWorld
<Vehicle
>(uint32 mapid
, float x
, float y
, uint64 guid
, Vehicle
* /*fake*/);
544 template Creature
* ObjectAccessor::GetObjectInWorld
<Creature
>(uint32 mapid
, float x
, float y
, uint64 guid
, Creature
* /*fake*/);
545 template Corpse
* ObjectAccessor::GetObjectInWorld
<Corpse
>(uint32 mapid
, float x
, float y
, uint64 guid
, Corpse
* /*fake*/);
546 template GameObject
* ObjectAccessor::GetObjectInWorld
<GameObject
>(uint32 mapid
, float x
, float y
, uint64 guid
, GameObject
* /*fake*/);
547 template DynamicObject
* ObjectAccessor::GetObjectInWorld
<DynamicObject
>(uint32 mapid
, float x
, float y
, uint64 guid
, DynamicObject
* /*fake*/);