[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / ObjectAccessor.cpp
blobb18a2d81632f555752b794209d9b32dafdb49389
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 "Corpse.h"
27 #include "WorldSession.h"
28 #include "WorldPacket.h"
29 #include "Item.h"
30 #include "Corpse.h"
31 #include "GridNotifiers.h"
32 #include "MapManager.h"
33 #include "Map.h"
34 #include "CellImpl.h"
35 #include "GridNotifiersImpl.h"
36 #include "Opcodes.h"
37 #include "ObjectDefines.h"
38 #include "MapInstanced.h"
39 #include "World.h"
41 #include <cmath>
43 #define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ZThread::FastMutex>
44 INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
45 INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ZThread::FastMutex);
47 ObjectAccessor::ObjectAccessor() {}
48 ObjectAccessor::~ObjectAccessor() {}
50 Creature*
51 ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint32 npcflagmask)
53 // unit checks
54 if (!guid)
55 return NULL;
57 // exist
58 Creature *unit = GetCreature(player, guid);
59 if (!unit)
60 return NULL;
62 // player check
63 if(!player.CanInteractWithNPCs(!unit->isSpiritService()))
64 return NULL;
66 // appropriate npc type
67 if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
68 return NULL;
70 // alive or spirit healer
71 if(!unit->isAlive() && (!unit->isSpiritService() || player.isAlive() ))
72 return NULL;
74 // not allow interaction under control
75 if(unit->GetCharmerOrOwnerGUID())
76 return NULL;
78 // not enemy
79 if( unit->IsHostileTo(&player))
80 return NULL;
82 // not unfriendly
83 FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction());
84 if(factionTemplate)
86 FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
87 if( faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
88 return NULL;
91 // not too far
92 if(!unit->IsWithinDistInMap(&player,INTERACTION_DISTANCE))
93 return NULL;
95 return unit;
98 Creature*
99 ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
101 if(Creature *unit = GetPet(guid))
102 return unit;
104 if(Creature *unit = GetVehicle(guid))
105 return unit;
107 return GetCreature(u, guid);
110 Creature*
111 ObjectAccessor::GetCreature(WorldObject const &u, uint64 guid)
113 Creature * ret = GetObjectInWorld(guid, (Creature*)NULL);
114 if(!ret)
115 return NULL;
117 if(ret->GetMapId() != u.GetMapId())
118 return NULL;
120 if(ret->GetInstanceId() != u.GetInstanceId())
121 return NULL;
123 return ret;
126 Unit*
127 ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid)
129 if(!guid)
130 return NULL;
132 if(IS_PLAYER_GUID(guid))
133 return FindPlayer(guid);
135 return GetCreatureOrPetOrVehicle(u, guid);
138 Corpse*
139 ObjectAccessor::GetCorpse(WorldObject const &u, uint64 guid)
141 Corpse * ret = GetObjectInWorld(guid, (Corpse*)NULL);
142 if(!ret)
143 return NULL;
144 if(ret->GetMapId() != u.GetMapId())
145 return NULL;
146 if(ret->GetInstanceId() != u.GetInstanceId())
147 return NULL;
148 return ret;
151 Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, uint32 typemask)
153 Object *obj = NULL;
155 if(typemask & TYPEMASK_PLAYER)
157 obj = FindPlayer(guid);
158 if(obj) return obj;
161 if(typemask & TYPEMASK_UNIT)
163 obj = GetCreatureOrPetOrVehicle(p,guid);
164 if(obj) return obj;
167 if(typemask & TYPEMASK_GAMEOBJECT)
169 obj = GetGameObject(p,guid);
170 if(obj) return obj;
173 if(typemask & TYPEMASK_DYNAMICOBJECT)
175 obj = GetDynamicObject(p,guid);
176 if(obj) return obj;
179 if(typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
181 obj = ((Player const &)p).GetItemByGuid( guid );
182 if(obj) return obj;
185 return NULL;
188 GameObject*
189 ObjectAccessor::GetGameObject(WorldObject const &u, uint64 guid)
191 GameObject * ret = GetObjectInWorld(guid, (GameObject*)NULL);
192 if(!ret)
193 return NULL;
194 if(ret->GetMapId() != u.GetMapId())
195 return NULL;
196 if(ret->GetInstanceId() != u.GetInstanceId())
197 return NULL;
198 return ret;
201 DynamicObject*
202 ObjectAccessor::GetDynamicObject(WorldObject const &u, uint64 guid)
204 DynamicObject * ret = GetObjectInWorld(guid, (DynamicObject*)NULL);
205 if(!ret)
206 return NULL;
207 if(ret->GetMapId() != u.GetMapId())
208 return NULL;
209 if(ret->GetInstanceId() != u.GetInstanceId())
210 return NULL;
211 return ret;
214 Player*
215 ObjectAccessor::FindPlayer(uint64 guid)
217 return GetObjectInWorld(guid, (Player*)NULL);
220 Player*
221 ObjectAccessor::FindPlayerByName(const char *name)
223 //TODO: Player Guard
224 HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
225 HashMapHolder<Player>::MapType::iterator iter = m.begin();
226 for(; iter != m.end(); ++iter)
227 if( ::strcmp(name, iter->second->GetName()) == 0 )
228 return iter->second;
229 return NULL;
232 void
233 ObjectAccessor::SaveAllPlayers()
235 Guard guard(*HashMapHolder<Player*>::GetLock());
236 HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
237 HashMapHolder<Player>::MapType::iterator itr = m.begin();
238 for(; itr != m.end(); ++itr)
239 itr->second->SaveToDB();
242 void
243 ObjectAccessor::UpdateObject(Object* obj, Player* exceptPlayer)
245 UpdateDataMapType update_players;
246 obj->BuildUpdate(update_players);
248 WorldPacket packet;
249 for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
251 if(iter->first == exceptPlayer)
252 continue;
254 iter->second.BuildPacket(&packet);
255 iter->first->GetSession()->SendPacket(&packet);
256 packet.clear();
260 void
261 ObjectAccessor::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players)
263 bool build_for_all = true;
264 Player *pl = NULL;
265 if( obj->isType(TYPEMASK_ITEM) )
267 Item *item = static_cast<Item *>(obj);
268 pl = item->GetOwner();
269 build_for_all = false;
272 if( pl != NULL )
273 _buildPacket(pl, obj, update_players);
275 // Capt: okey for all those fools who think its a real fix
276 // THIS IS A TEMP FIX
277 if( build_for_all )
279 WorldObject * temp = dynamic_cast<WorldObject*>(obj);
281 //assert(dynamic_cast<WorldObject*>(obj)!=NULL);
282 if (temp)
283 _buildChangeObjectForPlayer(temp, update_players);
284 else
285 sLog.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
289 void
290 ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players)
292 UpdateDataMapType::iterator iter = update_players.find(pl);
294 if( iter == update_players.end() )
296 std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataValueType(pl, UpdateData()) );
297 assert(p.second);
298 iter = p.first;
301 obj->BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
304 void
305 ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType &update_players)
307 CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
308 Cell cell(p);
309 cell.data.Part.reserved = ALL_DISTRICT;
310 cell.SetNoCreate();
311 WorldObjectChangeAccumulator notifier(*obj, update_players);
312 TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
313 CellLock<GridReadGuard> cell_lock(cell, p);
314 cell_lock->Visit(cell_lock, player_notifier, *obj->GetMap());
317 Pet*
318 ObjectAccessor::GetPet(uint64 guid)
320 return GetObjectInWorld(guid, (Pet*)NULL);
323 Vehicle*
324 ObjectAccessor::GetVehicle(uint64 guid)
326 return GetObjectInWorld(guid, (Vehicle*)NULL);
329 Corpse*
330 ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
332 Guard guard(i_corpseGuard);
334 Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
335 if( iter == i_player2corpse.end() ) return NULL;
337 assert(iter->second->GetType() != CORPSE_BONES);
339 return iter->second;
342 void
343 ObjectAccessor::RemoveCorpse(Corpse *corpse)
345 assert(corpse && corpse->GetType() != CORPSE_BONES);
347 Guard guard(i_corpseGuard);
348 Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
349 if( iter == i_player2corpse.end() )
350 return;
352 // build mapid*cellid -> guid_set map
353 CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
354 uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
356 objmgr.DeleteCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID());
357 corpse->RemoveFromWorld();
359 i_player2corpse.erase(iter);
362 void
363 ObjectAccessor::AddCorpse(Corpse *corpse)
365 assert(corpse && corpse->GetType() != CORPSE_BONES);
367 Guard guard(i_corpseGuard);
368 assert(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
369 i_player2corpse[corpse->GetOwnerGUID()] = corpse;
371 // build mapid*cellid -> guid_set map
372 CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
373 uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
375 objmgr.AddCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID(),corpse->GetInstanceId());
378 void
379 ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
381 Guard guard(i_corpseGuard);
382 for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
383 if(iter->second->GetGrid()==gridpair)
385 // verify, if the corpse in our instance (add only corpses which are)
386 if (map->Instanceable())
388 if (iter->second->GetInstanceId() == map->GetInstanceId())
390 grid.AddWorldObject(iter->second,iter->second->GetGUID());
393 else
395 grid.AddWorldObject(iter->second,iter->second->GetGUID());
400 Corpse*
401 ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
403 Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
404 if(!corpse)
406 //in fact this function is called from several places
407 //even when player doesn't have a corpse, not an error
408 //sLog.outError("ERROR: Try remove corpse that not in map for GUID %ul", player_guid);
409 return NULL;
412 DEBUG_LOG("Deleting Corpse and spawning bones.\n");
414 // remove corpse from player_guid -> corpse map
415 RemoveCorpse(corpse);
417 // remove resurrectble corpse from grid object registry (loaded state checked into call)
418 // do not load the map if it's not loaded
419 Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
420 if(map) map->Remove(corpse,false);
422 // remove corpse from DB
423 corpse->DeleteFromDB();
425 Corpse *bones = NULL;
426 // create the bones only if the map and the grid is loaded at the corpse's location
427 // ignore bones creating option in case insignia
428 if (map && (insignia ||
429 (map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
430 !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
432 // Create bones, don't change Corpse
433 bones = new Corpse;
434 bones->Create(corpse->GetGUIDLow());
436 for (int i = 3; i < CORPSE_END; i++) // don't overwrite guid and object type
437 bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
439 bones->SetGrid(corpse->GetGrid());
440 // bones->m_time = m_time; // don't overwrite time
441 // bones->m_inWorld = m_inWorld; // don't overwrite world state
442 // bones->m_type = m_type; // don't overwrite type
443 bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
444 bones->SetMapId(corpse->GetMapId());
445 bones->SetInstanceId(corpse->GetInstanceId());
446 bones->SetPhaseMask(corpse->GetPhaseMask(),false);
448 bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
449 bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
451 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
453 if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
454 bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
457 // add bones in grid store if grid loaded where corpse placed
458 map->Add(bones);
461 // all references to the corpse should be removed at this point
462 delete corpse;
464 return bones;
467 void
468 ObjectAccessor::Update(uint32 diff)
470 UpdateDataMapType update_players;
472 Guard guard(i_updateGuard);
473 while(!i_objects.empty())
475 Object* obj = *i_objects.begin();
476 i_objects.erase(i_objects.begin());
477 if (!obj)
478 continue;
479 _buildUpdateObject(obj, update_players);
480 obj->ClearUpdateMask(false);
484 WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
485 for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
487 iter->second.BuildPacket(&packet);
488 iter->first->GetSession()->SendPacket(&packet);
489 packet.clear(); // clean the string
493 void
494 ObjectAccessor::UpdatePlayers(uint32 diff)
496 HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
497 for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
498 if(iter->second->IsInWorld())
499 iter->second->Update(diff);
502 void
503 ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
505 for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
506 if(iter->getSource()->HaveAtClient(&i_object))
507 ObjectAccessor::_buildPacket(iter->getSource(), &i_object, i_updateDatas);
510 void
511 ObjectAccessor::UpdateObjectVisibility(WorldObject *obj)
513 CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
514 Cell cell(p);
516 obj->GetMap()->UpdateObjectVisibility(obj,cell,p);
519 void ObjectAccessor::UpdateVisibilityForPlayer( Player* player )
521 CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
522 Cell cell(p);
523 Map* m = player->GetMap();
525 m->UpdatePlayerVisibility(player,cell,p);
526 m->UpdateObjectsVisibilityFor(player,cell,p);
529 /// Define the static member of HashMapHolder
531 template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
532 template <class T> ZThread::FastMutex HashMapHolder<T>::i_lock;
534 /// Global definitions for the hashmap storage
536 template class HashMapHolder<Player>;
537 template class HashMapHolder<Pet>;
538 template class HashMapHolder<Vehicle>;
539 template class HashMapHolder<GameObject>;
540 template class HashMapHolder<DynamicObject>;
541 template class HashMapHolder<Creature>;
542 template class HashMapHolder<Corpse>;
544 template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
545 template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
546 template Vehicle* ObjectAccessor::GetObjectInWorld<Vehicle>(uint32 mapid, float x, float y, uint64 guid, Vehicle* /*fake*/);
547 template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
548 template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
549 template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
550 template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);