[8449] Deprecate healing/damage item mods and merge internal data in to spell power.
[getmangos.git] / src / game / ObjectAccessor.cpp
blob79b9d9c028d91a5e96f077c15185849c611ddd9c
1 /*
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"
22 #include "Player.h"
23 #include "Creature.h"
24 #include "GameObject.h"
25 #include "DynamicObject.h"
26 #include "Vehicle.h"
27 #include "WorldPacket.h"
28 #include "Item.h"
29 #include "Corpse.h"
30 #include "GridNotifiers.h"
31 #include "MapManager.h"
32 #include "Map.h"
33 #include "CellImpl.h"
34 #include "GridNotifiersImpl.h"
35 #include "Opcodes.h"
36 #include "ObjectDefines.h"
37 #include "MapInstanced.h"
38 #include "World.h"
40 #include <cmath>
42 #define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex>
43 INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
44 INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Thread_Mutex);
46 ObjectAccessor::ObjectAccessor() {}
47 ObjectAccessor::~ObjectAccessor()
49 for(Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
50 delete itr->second;
53 Creature*
54 ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
56 if(IS_PLAYER_GUID(guid))
57 return NULL;
59 if(IS_PET_GUID(guid))
60 return GetPet(guid);
62 if(IS_VEHICLE_GUID(guid))
63 return GetVehicle(guid);
65 return u.IsInWorld() ? u.GetMap()->GetCreature(guid) : NULL;
68 Unit*
69 ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid)
71 if(!guid)
72 return NULL;
74 if(IS_PLAYER_GUID(guid))
75 return FindPlayer(guid);
77 return GetCreatureOrPetOrVehicle(u, guid);
80 Corpse*
81 ObjectAccessor::GetCorpse(WorldObject const &u, uint64 guid)
83 Corpse * ret = GetObjectInWorld(guid, (Corpse*)NULL);
84 if(!ret)
85 return NULL;
86 if(ret->GetMapId() != u.GetMapId())
87 return NULL;
88 if(ret->GetInstanceId() != u.GetInstanceId())
89 return NULL;
90 return ret;
93 WorldObject* ObjectAccessor::GetWorldObject(WorldObject const &p, uint64 guid)
95 switch(GUID_HIPART(guid))
97 case HIGHGUID_PLAYER: return FindPlayer(guid);
98 case HIGHGUID_GAMEOBJECT: return p.GetMap()->GetGameObject(guid);
99 case HIGHGUID_UNIT: return p.GetMap()->GetCreature(guid);
100 case HIGHGUID_PET: return GetPet(guid);
101 case HIGHGUID_VEHICLE: return GetVehicle(guid);
102 case HIGHGUID_DYNAMICOBJECT:return p.GetMap()->GetDynamicObject(guid);
103 case HIGHGUID_TRANSPORT: return NULL;
104 case HIGHGUID_CORPSE: return GetCorpse(p,guid);
105 case HIGHGUID_MO_TRANSPORT: return NULL;
106 default: break;
109 return NULL;
112 Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, uint32 typemask)
114 switch(GUID_HIPART(guid))
116 case HIGHGUID_ITEM:
117 if(typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
118 return ((Player const &)p).GetItemByGuid( guid );
119 break;
120 case HIGHGUID_PLAYER:
121 if(typemask & TYPEMASK_PLAYER)
122 return FindPlayer(guid);
123 break;
124 case HIGHGUID_GAMEOBJECT:
125 if(typemask & TYPEMASK_GAMEOBJECT)
126 return p.GetMap()->GetGameObject(guid);
127 break;
128 case HIGHGUID_UNIT:
129 if(typemask & TYPEMASK_UNIT)
130 return p.GetMap()->GetCreature(guid);
131 break;
132 case HIGHGUID_PET:
133 if(typemask & TYPEMASK_UNIT)
134 return GetPet(guid);
135 break;
136 case HIGHGUID_VEHICLE:
137 if(typemask & TYPEMASK_UNIT)
138 return GetVehicle(guid);
139 break;
140 case HIGHGUID_DYNAMICOBJECT:
141 if(typemask & TYPEMASK_DYNAMICOBJECT)
142 return p.GetMap()->GetDynamicObject(guid);
143 break;
144 case HIGHGUID_TRANSPORT:
145 case HIGHGUID_CORPSE:
146 case HIGHGUID_MO_TRANSPORT:
147 break;
150 return NULL;
153 Player*
154 ObjectAccessor::FindPlayer(uint64 guid)
156 Player * plr = GetObjectInWorld(guid, (Player*)NULL);
157 if(!plr || !plr->IsInWorld())
158 return NULL;
160 return plr;
163 Player*
164 ObjectAccessor::FindPlayerByName(const char *name)
166 //TODO: Player Guard
167 HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
168 HashMapHolder<Player>::MapType::iterator iter = m.begin();
169 for(; iter != m.end(); ++iter)
170 if(iter->second->IsInWorld() && ( ::strcmp(name, iter->second->GetName()) == 0 ))
171 return iter->second;
172 return NULL;
175 void
176 ObjectAccessor::SaveAllPlayers()
178 Guard guard(*HashMapHolder<Player*>::GetLock());
179 HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
180 HashMapHolder<Player>::MapType::iterator itr = m.begin();
181 for(; itr != m.end(); ++itr)
182 itr->second->SaveToDB();
185 void
186 ObjectAccessor::UpdateObject(Object* obj, Player* exceptPlayer)
188 UpdateDataMapType update_players;
189 obj->BuildUpdate(update_players);
191 WorldPacket packet;
192 for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
194 if(iter->first == exceptPlayer)
195 continue;
197 iter->second.BuildPacket(&packet);
198 iter->first->GetSession()->SendPacket(&packet);
199 packet.clear();
203 void
204 ObjectAccessor::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players)
206 bool build_for_all = true;
207 Player *pl = NULL;
208 if( obj->isType(TYPEMASK_ITEM) )
210 Item *item = static_cast<Item *>(obj);
211 pl = item->GetOwner();
212 build_for_all = false;
215 if( pl != NULL )
216 _buildPacket(pl, obj, update_players);
218 // Capt: okey for all those fools who think its a real fix
219 // THIS IS A TEMP FIX
220 if( build_for_all )
222 WorldObject * temp = dynamic_cast<WorldObject*>(obj);
224 //assert(dynamic_cast<WorldObject*>(obj)!=NULL);
225 if (temp)
226 _buildChangeObjectForPlayer(temp, update_players);
227 else
228 sLog.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
232 void
233 ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players)
235 UpdateDataMapType::iterator iter = update_players.find(pl);
237 if( iter == update_players.end() )
239 std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataValueType(pl, UpdateData()) );
240 assert(p.second);
241 iter = p.first;
244 obj->BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
247 void
248 ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType &update_players)
250 CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
251 Cell cell(p);
252 cell.data.Part.reserved = ALL_DISTRICT;
253 cell.SetNoCreate();
254 WorldObjectChangeAccumulator notifier(*obj, update_players);
255 TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
256 CellLock<GridReadGuard> cell_lock(cell, p);
257 cell_lock->Visit(cell_lock, player_notifier, *obj->GetMap());
260 Pet*
261 ObjectAccessor::GetPet(uint64 guid)
263 return GetObjectInWorld(guid, (Pet*)NULL);
266 Vehicle*
267 ObjectAccessor::GetVehicle(uint64 guid)
269 return GetObjectInWorld(guid, (Vehicle*)NULL);
272 Corpse*
273 ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
275 Guard guard(i_corpseGuard);
277 Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
278 if( iter == i_player2corpse.end() ) return NULL;
280 assert(iter->second->GetType() != CORPSE_BONES);
282 return iter->second;
285 void
286 ObjectAccessor::RemoveCorpse(Corpse *corpse)
288 assert(corpse && corpse->GetType() != CORPSE_BONES);
290 Guard guard(i_corpseGuard);
291 Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
292 if( iter == i_player2corpse.end() )
293 return;
295 // build mapid*cellid -> guid_set map
296 CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
297 uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
299 objmgr.DeleteCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGUID());
300 corpse->RemoveFromWorld();
302 i_player2corpse.erase(iter);
305 void
306 ObjectAccessor::AddCorpse(Corpse *corpse)
308 assert(corpse && corpse->GetType() != CORPSE_BONES);
310 Guard guard(i_corpseGuard);
311 assert(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
312 i_player2corpse[corpse->GetOwnerGUID()] = corpse;
314 // build mapid*cellid -> guid_set map
315 CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
316 uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
318 objmgr.AddCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGUID(), corpse->GetInstanceId());
321 void
322 ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
324 Guard guard(i_corpseGuard);
325 for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
326 if(iter->second->GetGrid() == gridpair)
328 // verify, if the corpse in our instance (add only corpses which are)
329 if (map->Instanceable())
331 if (iter->second->GetInstanceId() == map->GetInstanceId())
333 grid.AddWorldObject(iter->second, iter->second->GetGUID());
336 else
338 grid.AddWorldObject(iter->second, iter->second->GetGUID());
343 Corpse*
344 ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
346 Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
347 if(!corpse)
349 //in fact this function is called from several places
350 //even when player doesn't have a corpse, not an error
351 //sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
352 return NULL;
355 DEBUG_LOG("Deleting Corpse and spawning bones.");
357 // remove corpse from player_guid -> corpse map
358 RemoveCorpse(corpse);
360 // remove resurrectable corpse from grid object registry (loaded state checked into call)
361 // do not load the map if it's not loaded
362 Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
363 if(map)
364 map->Remove(corpse, false);
366 // remove corpse from DB
367 corpse->DeleteFromDB();
369 Corpse *bones = NULL;
370 // create the bones only if the map and the grid is loaded at the corpse's location
371 // ignore bones creating option in case insignia
372 if (map && (insignia ||
373 (map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
374 !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
376 // Create bones, don't change Corpse
377 bones = new Corpse;
378 bones->Create(corpse->GetGUIDLow());
380 for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
381 bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
383 bones->SetGrid(corpse->GetGrid());
384 // bones->m_time = m_time; // don't overwrite time
385 // bones->m_inWorld = m_inWorld; // don't overwrite world state
386 // bones->m_type = m_type; // don't overwrite type
387 bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
388 bones->SetPhaseMask(corpse->GetPhaseMask(), false);
390 bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
391 bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
393 for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
395 if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
396 bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
399 // add bones in grid store if grid loaded where corpse placed
400 map->Add(bones);
403 // all references to the corpse should be removed at this point
404 delete corpse;
406 return bones;
409 void
410 ObjectAccessor::Update(uint32 diff)
412 UpdateDataMapType update_players;
414 Guard guard(i_updateGuard);
415 while(!i_objects.empty())
417 Object* obj = *i_objects.begin();
418 i_objects.erase(i_objects.begin());
419 if (!obj)
420 continue;
421 _buildUpdateObject(obj, update_players);
422 obj->ClearUpdateMask(false);
426 WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
427 for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
429 iter->second.BuildPacket(&packet);
430 iter->first->GetSession()->SendPacket(&packet);
431 packet.clear(); // clean the string
435 void
436 ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
438 for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
439 if(iter->getSource()->HaveAtClient(&i_object))
440 ObjectAccessor::_buildPacket(iter->getSource(), &i_object, i_updateDatas);
443 void
444 ObjectAccessor::UpdateObjectVisibility(WorldObject *obj)
446 CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
447 Cell cell(p);
449 obj->GetMap()->UpdateObjectVisibility(obj, cell, p);
452 void ObjectAccessor::UpdateVisibilityForPlayer( Player* player )
454 CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
455 Cell cell(p);
456 Map* m = player->GetMap();
458 m->UpdatePlayerVisibility(player, cell, p);
459 m->UpdateObjectsVisibilityFor(player, cell, p);
462 /// Define the static member of HashMapHolder
464 template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
465 template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
467 /// Global definitions for the hashmap storage
469 template class HashMapHolder<Player>;
470 template class HashMapHolder<Pet>;
471 template class HashMapHolder<Vehicle>;
472 template class HashMapHolder<GameObject>;
473 template class HashMapHolder<DynamicObject>;
474 template class HashMapHolder<Creature>;
475 template class HashMapHolder<Corpse>;
477 template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
478 template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
479 template Vehicle* ObjectAccessor::GetObjectInWorld<Vehicle>(uint32 mapid, float x, float y, uint64 guid, Vehicle* /*fake*/);
480 template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
481 template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
482 template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
483 template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);