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"
26 #include "WorldSession.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 FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction());
85 FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
);
86 if( faction
&& faction
->reputationListID
>= 0 && player
.GetReputationRank(faction
) <= REP_UNFRIENDLY
)
91 if(!unit
->IsWithinDistInMap(&player
,INTERACTION_DISTANCE
))
98 ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject
const &u
, uint64 guid
)
100 if(Creature
*unit
= GetPet(guid
))
103 if(Creature
*unit
= GetVehicle(guid
))
106 return GetCreature(u
, guid
);
110 ObjectAccessor::GetCreature(WorldObject
const &u
, uint64 guid
)
112 Creature
* ret
= GetObjectInWorld(guid
, (Creature
*)NULL
);
116 if(ret
->GetMapId() != u
.GetMapId())
119 if(ret
->GetInstanceId() != u
.GetInstanceId())
126 ObjectAccessor::GetUnit(WorldObject
const &u
, uint64 guid
)
131 if(IS_PLAYER_GUID(guid
))
132 return FindPlayer(guid
);
134 return GetCreatureOrPetOrVehicle(u
, guid
);
138 ObjectAccessor::GetCorpse(WorldObject
const &u
, uint64 guid
)
140 Corpse
* ret
= GetObjectInWorld(guid
, (Corpse
*)NULL
);
143 if(ret
->GetMapId() != u
.GetMapId())
145 if(ret
->GetInstanceId() != u
.GetInstanceId())
150 Object
* ObjectAccessor::GetObjectByTypeMask(WorldObject
const &p
, uint64 guid
, uint32 typemask
)
154 if(typemask
& TYPEMASK_PLAYER
)
156 obj
= FindPlayer(guid
);
160 if(typemask
& TYPEMASK_UNIT
)
162 obj
= GetCreatureOrPetOrVehicle(p
,guid
);
166 if(typemask
& TYPEMASK_GAMEOBJECT
)
168 obj
= GetGameObject(p
,guid
);
172 if(typemask
& TYPEMASK_DYNAMICOBJECT
)
174 obj
= GetDynamicObject(p
,guid
);
178 if(typemask
& TYPEMASK_ITEM
&& p
.GetTypeId() == TYPEID_PLAYER
)
180 obj
= ((Player
const &)p
).GetItemByGuid( guid
);
188 ObjectAccessor::GetGameObject(WorldObject
const &u
, uint64 guid
)
190 GameObject
* ret
= GetObjectInWorld(guid
, (GameObject
*)NULL
);
193 if(ret
->GetMapId() != u
.GetMapId())
195 if(ret
->GetInstanceId() != u
.GetInstanceId())
201 ObjectAccessor::GetDynamicObject(WorldObject
const &u
, uint64 guid
)
203 DynamicObject
* ret
= GetObjectInWorld(guid
, (DynamicObject
*)NULL
);
206 if(ret
->GetMapId() != u
.GetMapId())
208 if(ret
->GetInstanceId() != u
.GetInstanceId())
214 ObjectAccessor::FindPlayer(uint64 guid
)
216 return GetObjectInWorld(guid
, (Player
*)NULL
);
220 ObjectAccessor::FindPlayerByName(const char *name
)
223 HashMapHolder
<Player
>::MapType
& m
= HashMapHolder
<Player
>::GetContainer();
224 HashMapHolder
<Player
>::MapType::iterator iter
= m
.begin();
225 for(; iter
!= m
.end(); ++iter
)
226 if( ::strcmp(name
, iter
->second
->GetName()) == 0 )
232 ObjectAccessor::SaveAllPlayers()
234 Guard
guard(*HashMapHolder
<Player
*>::GetLock());
235 HashMapHolder
<Player
>::MapType
& m
= HashMapHolder
<Player
>::GetContainer();
236 HashMapHolder
<Player
>::MapType::iterator itr
= m
.begin();
237 for(; itr
!= m
.end(); ++itr
)
238 itr
->second
->SaveToDB();
242 ObjectAccessor::UpdateObject(Object
* obj
, Player
* exceptPlayer
)
244 UpdateDataMapType update_players
;
245 obj
->BuildUpdate(update_players
);
248 for(UpdateDataMapType::iterator iter
= update_players
.begin(); iter
!= update_players
.end(); ++iter
)
250 if(iter
->first
== exceptPlayer
)
253 iter
->second
.BuildPacket(&packet
);
254 iter
->first
->GetSession()->SendPacket(&packet
);
260 ObjectAccessor::_buildUpdateObject(Object
*obj
, UpdateDataMapType
&update_players
)
262 bool build_for_all
= true;
264 if( obj
->isType(TYPEMASK_ITEM
) )
266 Item
*item
= static_cast<Item
*>(obj
);
267 pl
= item
->GetOwner();
268 build_for_all
= false;
272 _buildPacket(pl
, obj
, update_players
);
274 // Capt: okey for all those fools who think its a real fix
275 // THIS IS A TEMP FIX
278 WorldObject
* temp
= dynamic_cast<WorldObject
*>(obj
);
280 //assert(dynamic_cast<WorldObject*>(obj)!=NULL);
282 _buildChangeObjectForPlayer(temp
, update_players
);
284 sLog
.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
289 ObjectAccessor::_buildPacket(Player
*pl
, Object
*obj
, UpdateDataMapType
&update_players
)
291 UpdateDataMapType::iterator iter
= update_players
.find(pl
);
293 if( iter
== update_players
.end() )
295 std::pair
<UpdateDataMapType::iterator
, bool> p
= update_players
.insert( UpdateDataValueType(pl
, UpdateData()) );
300 obj
->BuildValuesUpdateBlockForPlayer(&iter
->second
, iter
->first
);
304 ObjectAccessor::_buildChangeObjectForPlayer(WorldObject
*obj
, UpdateDataMapType
&update_players
)
306 CellPair p
= MaNGOS::ComputeCellPair(obj
->GetPositionX(), obj
->GetPositionY());
308 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
310 WorldObjectChangeAccumulator
notifier(*obj
, update_players
);
311 TypeContainerVisitor
<WorldObjectChangeAccumulator
, WorldTypeMapContainer
> player_notifier(notifier
);
312 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
313 cell_lock
->Visit(cell_lock
, player_notifier
, *obj
->GetMap());
317 ObjectAccessor::GetPet(uint64 guid
)
319 return GetObjectInWorld(guid
, (Pet
*)NULL
);
323 ObjectAccessor::GetVehicle(uint64 guid
)
325 return GetObjectInWorld(guid
, (Vehicle
*)NULL
);
329 ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid
)
331 Guard
guard(i_corpseGuard
);
333 Player2CorpsesMapType::iterator iter
= i_player2corpse
.find(guid
);
334 if( iter
== i_player2corpse
.end() ) return NULL
;
336 assert(iter
->second
->GetType() != CORPSE_BONES
);
342 ObjectAccessor::RemoveCorpse(Corpse
*corpse
)
344 assert(corpse
&& corpse
->GetType() != CORPSE_BONES
);
346 Guard
guard(i_corpseGuard
);
347 Player2CorpsesMapType::iterator iter
= i_player2corpse
.find(corpse
->GetOwnerGUID());
348 if( iter
== i_player2corpse
.end() )
351 // build mapid*cellid -> guid_set map
352 CellPair cell_pair
= MaNGOS::ComputeCellPair(corpse
->GetPositionX(), corpse
->GetPositionY());
353 uint32 cell_id
= (cell_pair
.y_coord
*TOTAL_NUMBER_OF_CELLS_PER_MAP
) + cell_pair
.x_coord
;
355 objmgr
.DeleteCorpseCellData(corpse
->GetMapId(),cell_id
,corpse
->GetOwnerGUID());
356 corpse
->RemoveFromWorld();
358 i_player2corpse
.erase(iter
);
362 ObjectAccessor::AddCorpse(Corpse
*corpse
)
364 assert(corpse
&& corpse
->GetType() != CORPSE_BONES
);
366 Guard
guard(i_corpseGuard
);
367 assert(i_player2corpse
.find(corpse
->GetOwnerGUID()) == i_player2corpse
.end());
368 i_player2corpse
[corpse
->GetOwnerGUID()] = corpse
;
370 // build mapid*cellid -> guid_set map
371 CellPair cell_pair
= MaNGOS::ComputeCellPair(corpse
->GetPositionX(), corpse
->GetPositionY());
372 uint32 cell_id
= (cell_pair
.y_coord
*TOTAL_NUMBER_OF_CELLS_PER_MAP
) + cell_pair
.x_coord
;
374 objmgr
.AddCorpseCellData(corpse
->GetMapId(),cell_id
,corpse
->GetOwnerGUID(),corpse
->GetInstanceId());
378 ObjectAccessor::AddCorpsesToGrid(GridPair
const& gridpair
,GridType
& grid
,Map
* map
)
380 Guard
guard(i_corpseGuard
);
381 for(Player2CorpsesMapType::iterator iter
= i_player2corpse
.begin(); iter
!= i_player2corpse
.end(); ++iter
)
382 if(iter
->second
->GetGrid()==gridpair
)
384 // verify, if the corpse in our instance (add only corpses which are)
385 if (map
->Instanceable())
387 if (iter
->second
->GetInstanceId() == map
->GetInstanceId())
389 grid
.AddWorldObject(iter
->second
,iter
->second
->GetGUID());
394 grid
.AddWorldObject(iter
->second
,iter
->second
->GetGUID());
400 ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid
, bool insignia
)
402 Corpse
*corpse
= GetCorpseForPlayerGUID(player_guid
);
405 //in fact this function is called from several places
406 //even when player doesn't have a corpse, not an error
407 //sLog.outError("ERROR: Try remove corpse that not in map for GUID %ul", player_guid);
411 DEBUG_LOG("Deleting Corpse and spawning bones.\n");
413 // remove corpse from player_guid -> corpse map
414 RemoveCorpse(corpse
);
416 // remove resurrectble corpse from grid object registry (loaded state checked into call)
417 // do not load the map if it's not loaded
418 Map
*map
= MapManager::Instance().FindMap(corpse
->GetMapId(), corpse
->GetInstanceId());
419 if(map
) map
->Remove(corpse
,false);
421 // remove corpse from DB
422 corpse
->DeleteFromDB();
424 Corpse
*bones
= NULL
;
425 // create the bones only if the map and the grid is loaded at the corpse's location
426 // ignore bones creating option in case insignia
427 if (map
&& (insignia
||
428 (map
->IsBattleGroundOrArena() ? sWorld
.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA
) : sWorld
.getConfig(CONFIG_DEATH_BONES_WORLD
))) &&
429 !map
->IsRemovalGrid(corpse
->GetPositionX(), corpse
->GetPositionY()))
431 // Create bones, don't change Corpse
433 bones
->Create(corpse
->GetGUIDLow());
435 for (int i
= 3; i
< CORPSE_END
; i
++) // don't overwrite guid and object type
436 bones
->SetUInt32Value(i
, corpse
->GetUInt32Value(i
));
438 bones
->SetGrid(corpse
->GetGrid());
439 // bones->m_time = m_time; // don't overwrite time
440 // bones->m_inWorld = m_inWorld; // don't overwrite world state
441 // bones->m_type = m_type; // don't overwrite type
442 bones
->Relocate(corpse
->GetPositionX(), corpse
->GetPositionY(), corpse
->GetPositionZ(), corpse
->GetOrientation());
443 bones
->SetMapId(corpse
->GetMapId());
444 bones
->SetInstanceId(corpse
->GetInstanceId());
445 bones
->SetPhaseMask(corpse
->GetPhaseMask(),false);
447 bones
->SetUInt32Value(CORPSE_FIELD_FLAGS
, CORPSE_FLAG_UNK2
| CORPSE_FLAG_BONES
);
448 bones
->SetUInt64Value(CORPSE_FIELD_OWNER
, 0);
450 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
452 if(corpse
->GetUInt32Value(CORPSE_FIELD_ITEM
+ i
))
453 bones
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
, 0);
456 // add bones in grid store if grid loaded where corpse placed
460 // all references to the corpse should be removed at this point
467 ObjectAccessor::Update(uint32 diff
)
469 UpdateDataMapType update_players
;
471 Guard
guard(i_updateGuard
);
472 while(!i_objects
.empty())
474 Object
* obj
= *i_objects
.begin();
475 i_objects
.erase(i_objects
.begin());
478 _buildUpdateObject(obj
, update_players
);
479 obj
->ClearUpdateMask(false);
483 WorldPacket packet
; // here we allocate a std::vector with a size of 0x10000
484 for(UpdateDataMapType::iterator iter
= update_players
.begin(); iter
!= update_players
.end(); ++iter
)
486 iter
->second
.BuildPacket(&packet
);
487 iter
->first
->GetSession()->SendPacket(&packet
);
488 packet
.clear(); // clean the string
493 ObjectAccessor::UpdatePlayers(uint32 diff
)
495 HashMapHolder
<Player
>::MapType
& playerMap
= HashMapHolder
<Player
>::GetContainer();
496 for(HashMapHolder
<Player
>::MapType::iterator iter
= playerMap
.begin(); iter
!= playerMap
.end(); ++iter
)
497 if(iter
->second
->IsInWorld())
498 iter
->second
->Update(diff
);
502 ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType
&m
)
504 for(PlayerMapType::iterator iter
= m
.begin(); iter
!= m
.end(); ++iter
)
505 if(iter
->getSource()->HaveAtClient(&i_object
))
506 ObjectAccessor::_buildPacket(iter
->getSource(), &i_object
, i_updateDatas
);
510 ObjectAccessor::UpdateObjectVisibility(WorldObject
*obj
)
512 CellPair p
= MaNGOS::ComputeCellPair(obj
->GetPositionX(), obj
->GetPositionY());
515 obj
->GetMap()->UpdateObjectVisibility(obj
,cell
,p
);
518 void ObjectAccessor::UpdateVisibilityForPlayer( Player
* player
)
520 CellPair p
= MaNGOS::ComputeCellPair(player
->GetPositionX(), player
->GetPositionY());
522 Map
* m
= player
->GetMap();
524 m
->UpdatePlayerVisibility(player
,cell
,p
);
525 m
->UpdateObjectsVisibilityFor(player
,cell
,p
);
528 /// Define the static member of HashMapHolder
530 template <class T
> UNORDERED_MAP
< uint64
, T
* > HashMapHolder
<T
>::m_objectMap
;
531 template <class T
> ZThread::FastMutex HashMapHolder
<T
>::i_lock
;
533 /// Global definitions for the hashmap storage
535 template class HashMapHolder
<Player
>;
536 template class HashMapHolder
<Pet
>;
537 template class HashMapHolder
<Vehicle
>;
538 template class HashMapHolder
<GameObject
>;
539 template class HashMapHolder
<DynamicObject
>;
540 template class HashMapHolder
<Creature
>;
541 template class HashMapHolder
<Corpse
>;
543 template Player
* ObjectAccessor::GetObjectInWorld
<Player
>(uint32 mapid
, float x
, float y
, uint64 guid
, Player
* /*fake*/);
544 template Pet
* ObjectAccessor::GetObjectInWorld
<Pet
>(uint32 mapid
, float x
, float y
, uint64 guid
, Pet
* /*fake*/);
545 template Vehicle
* ObjectAccessor::GetObjectInWorld
<Vehicle
>(uint32 mapid
, float x
, float y
, uint64 guid
, Vehicle
* /*fake*/);
546 template Creature
* ObjectAccessor::GetObjectInWorld
<Creature
>(uint32 mapid
, float x
, float y
, uint64 guid
, Creature
* /*fake*/);
547 template Corpse
* ObjectAccessor::GetObjectInWorld
<Corpse
>(uint32 mapid
, float x
, float y
, uint64 guid
, Corpse
* /*fake*/);
548 template GameObject
* ObjectAccessor::GetObjectInWorld
<GameObject
>(uint32 mapid
, float x
, float y
, uint64 guid
, GameObject
* /*fake*/);
549 template DynamicObject
* ObjectAccessor::GetObjectInWorld
<DynamicObject
>(uint32 mapid
, float x
, float y
, uint64 guid
, DynamicObject
* /*fake*/);