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-rw-r--r--src/game/ObjectAccessor.cpp648
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diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp
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+++ b/src/game/ObjectAccessor.cpp
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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "ObjectAccessor.h"
+#include "ObjectMgr.h"
+#include "Policies/SingletonImp.h"
+#include "Player.h"
+#include "Creature.h"
+#include "GameObject.h"
+#include "DynamicObject.h"
+#include "Corpse.h"
+#include "WorldSession.h"
+#include "WorldPacket.h"
+#include "Item.h"
+#include "Corpse.h"
+#include "GridNotifiers.h"
+#include "MapManager.h"
+#include "Map.h"
+#include "CellImpl.h"
+#include "GridNotifiersImpl.h"
+#include "Opcodes.h"
+#include "ObjectDefines.h"
+#include "MapInstanced.h"
+
+#include <cmath>
+
+#define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ZThread::FastMutex>
+INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
+INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ZThread::FastMutex);
+
+namespace MaNGOS
+{
+
+ struct MANGOS_DLL_DECL BuildUpdateForPlayer
+ {
+ Player &i_player;
+ UpdateDataMapType &i_updatePlayers;
+
+ BuildUpdateForPlayer(Player &player, UpdateDataMapType &data_map) : i_player(player), i_updatePlayers(data_map) {}
+
+ void Visit(PlayerMapType &m)
+ {
+ for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
+ {
+ if( iter->getSource() == &i_player )
+ continue;
+
+ UpdateDataMapType::iterator iter2 = i_updatePlayers.find(iter->getSource());
+ if( iter2 == i_updatePlayers.end() )
+ {
+ std::pair<UpdateDataMapType::iterator, bool> p = i_updatePlayers.insert( ObjectAccessor::UpdateDataValueType(iter->getSource(), UpdateData()) );
+ assert(p.second);
+ iter2 = p.first;
+ }
+
+ i_player.BuildValuesUpdateBlockForPlayer(&iter2->second, iter2->first);
+ }
+ }
+
+ template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
+ };
+}
+
+ObjectAccessor::ObjectAccessor() {}
+ObjectAccessor::~ObjectAccessor() {}
+
+Creature*
+ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint32 npcflagmask)
+{
+ // unit checks
+ if (!guid)
+ return NULL;
+
+ // exist
+ Creature *unit = GetCreature(player, guid);
+ if (!unit)
+ return NULL;
+
+ // player check
+ if(!player.CanInteractWithNPCs(!unit->isSpiritService()))
+ return NULL;
+
+ // appropriate npc type
+ if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
+ return NULL;
+
+ // alive or spirit healer
+ if(!unit->isAlive() && (!unit->isSpiritService() || player.isAlive() ))
+ return NULL;
+
+ // not allow interaction under control
+ if(unit->GetCharmerOrOwnerGUID())
+ return NULL;
+
+ // not enemy
+ if( unit->IsHostileTo(&player))
+ return NULL;
+
+ // not unfriendly
+ FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction());
+ if(factionTemplate)
+ {
+ FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
+ if( faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
+ return NULL;
+ }
+
+ // not too far
+ if(!unit->IsWithinDistInMap(&player,INTERACTION_DISTANCE))
+ return NULL;
+
+ return unit;
+}
+
+Creature*
+ObjectAccessor::GetCreatureOrPet(WorldObject const &u, uint64 guid)
+{
+ if(Creature *unit = GetPet(guid))
+ return unit;
+
+ return GetCreature(u, guid);
+}
+
+Creature*
+ObjectAccessor::GetCreature(WorldObject const &u, uint64 guid)
+{
+ Creature * ret = GetObjectInWorld(guid, (Creature*)NULL);
+ if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
+ return ret;
+}
+
+Unit*
+ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid)
+{
+ if(!guid)
+ return NULL;
+
+ if(IS_PLAYER_GUID(guid))
+ return FindPlayer(guid);
+
+ return GetCreatureOrPet(u, guid);
+}
+
+Corpse*
+ObjectAccessor::GetCorpse(WorldObject const &u, uint64 guid)
+{
+ Corpse * ret = GetObjectInWorld(guid, (Corpse*)NULL);
+ if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
+ return ret;
+}
+
+Object* ObjectAccessor::GetObjectByTypeMask(Player const &p, uint64 guid, uint32 typemask)
+{
+ Object *obj = NULL;
+
+ if(typemask & TYPEMASK_PLAYER)
+ {
+ obj = FindPlayer(guid);
+ if(obj) return obj;
+ }
+
+ if(typemask & TYPEMASK_UNIT)
+ {
+ obj = GetCreatureOrPet(p,guid);
+ if(obj) return obj;
+ }
+
+ if(typemask & TYPEMASK_GAMEOBJECT)
+ {
+ obj = GetGameObject(p,guid);
+ if(obj) return obj;
+ }
+
+ if(typemask & TYPEMASK_DYNAMICOBJECT)
+ {
+ obj = GetDynamicObject(p,guid);
+ if(obj) return obj;
+ }
+
+ if(typemask & TYPEMASK_ITEM)
+ {
+ obj = p.GetItemByGuid( guid );
+ if(obj) return obj;
+ }
+
+ return NULL;
+}
+
+GameObject*
+ObjectAccessor::GetGameObject(WorldObject const &u, uint64 guid)
+{
+ GameObject * ret = GetObjectInWorld(guid, (GameObject*)NULL);
+ if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
+ return ret;
+}
+
+DynamicObject*
+ObjectAccessor::GetDynamicObject(Unit const &u, uint64 guid)
+{
+ DynamicObject * ret = GetObjectInWorld(guid, (DynamicObject*)NULL);
+ if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
+ return ret;
+}
+
+Player*
+ObjectAccessor::FindPlayer(uint64 guid)
+{
+ return GetObjectInWorld(guid, (Player*)NULL);
+}
+
+Player*
+ObjectAccessor::FindPlayerByName(const char *name)
+{
+ //TODO: Player Guard
+ HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
+ HashMapHolder<Player>::MapType::iterator iter = m.begin();
+ for(; iter != m.end(); ++iter)
+ if( ::strcmp(name, iter->second->GetName()) == 0 )
+ return iter->second;
+ return NULL;
+}
+
+void
+ObjectAccessor::SaveAllPlayers()
+{
+ Guard guard(*HashMapHolder<Player*>::GetLock());
+ HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
+ HashMapHolder<Player>::MapType::iterator itr = m.begin();
+ for(; itr != m.end(); ++itr)
+ itr->second->SaveToDB();
+}
+
+void
+ObjectAccessor::_update()
+{
+ UpdateDataMapType update_players;
+ {
+ Guard guard(i_updateGuard);
+ while(!i_objects.empty())
+ {
+ Object* obj = *i_objects.begin();
+ i_objects.erase(i_objects.begin());
+ if (!obj)
+ continue;
+ _buildUpdateObject(obj, update_players);
+ obj->ClearUpdateMask(false);
+ }
+ }
+
+ WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
+ for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
+ {
+ iter->second.BuildPacket(&packet);
+ iter->first->GetSession()->SendPacket(&packet);
+ packet.clear(); // clean the string
+ }
+}
+
+void
+ObjectAccessor::UpdateObject(Object* obj, Player* exceptPlayer)
+{
+ UpdateDataMapType update_players;
+ obj->BuildUpdate(update_players);
+
+ WorldPacket packet;
+ for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
+ {
+ if(iter->first == exceptPlayer)
+ continue;
+
+ iter->second.BuildPacket(&packet);
+ iter->first->GetSession()->SendPacket(&packet);
+ packet.clear();
+ }
+}
+
+void
+ObjectAccessor::AddUpdateObject(Object *obj)
+{
+ Guard guard(i_updateGuard);
+ i_objects.insert(obj);
+}
+
+void
+ObjectAccessor::RemoveUpdateObject(Object *obj)
+{
+ Guard guard(i_updateGuard);
+ std::set<Object *>::iterator iter = i_objects.find(obj);
+ if( iter != i_objects.end() )
+ i_objects.erase( iter );
+}
+
+void
+ObjectAccessor::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players)
+{
+ bool build_for_all = true;
+ Player *pl = NULL;
+ if( obj->isType(TYPEMASK_ITEM) )
+ {
+ Item *item = static_cast<Item *>(obj);
+ pl = item->GetOwner();
+ build_for_all = false;
+ }
+
+ if( pl != NULL )
+ _buildPacket(pl, obj, update_players);
+
+ // Capt: okey for all those fools who think its a real fix
+ // THIS IS A TEMP FIX
+ if( build_for_all )
+ {
+ WorldObject * temp = dynamic_cast<WorldObject*>(obj);
+
+ //assert(dynamic_cast<WorldObject*>(obj)!=NULL);
+ if (temp)
+ _buildChangeObjectForPlayer(temp, update_players);
+ else
+ sLog.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
+ }
+}
+
+void
+ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players)
+{
+ UpdateDataMapType::iterator iter = update_players.find(pl);
+
+ if( iter == update_players.end() )
+ {
+ std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataValueType(pl, UpdateData()) );
+ assert(p.second);
+ iter = p.first;
+ }
+
+ obj->BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
+}
+
+void
+ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType &update_players)
+{
+ CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+ WorldObjectChangeAccumulator notifier(*obj, update_players);
+ TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
+ CellLock<GridReadGuard> cell_lock(cell, p);
+ cell_lock->Visit(cell_lock, player_notifier, *MapManager::Instance().GetMap(obj->GetMapId(), obj));
+}
+
+Pet*
+ObjectAccessor::GetPet(uint64 guid)
+{
+ return GetObjectInWorld(guid, (Pet*)NULL);
+}
+
+Corpse*
+ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
+{
+ Guard guard(i_corpseGuard);
+
+ Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
+ if( iter == i_player2corpse.end() ) return NULL;
+
+ assert(iter->second->GetType() != CORPSE_BONES);
+
+ return iter->second;
+}
+
+void
+ObjectAccessor::RemoveCorpse(Corpse *corpse)
+{
+ assert(corpse && corpse->GetType() != CORPSE_BONES);
+
+ Guard guard(i_corpseGuard);
+ Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
+ if( iter == i_player2corpse.end() )
+ return;
+
+ // build mapid*cellid -> guid_set map
+ CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
+ uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
+
+ objmgr.DeleteCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID());
+ corpse->RemoveFromWorld();
+
+ i_player2corpse.erase(iter);
+}
+
+void
+ObjectAccessor::AddCorpse(Corpse *corpse)
+{
+ assert(corpse && corpse->GetType() != CORPSE_BONES);
+
+ Guard guard(i_corpseGuard);
+ assert(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
+ i_player2corpse[corpse->GetOwnerGUID()] = corpse;
+
+ // build mapid*cellid -> guid_set map
+ CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
+ uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
+
+ objmgr.AddCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID(),corpse->GetInstanceId());
+}
+
+void
+ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
+{
+ Guard guard(i_corpseGuard);
+ for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
+ if(iter->second->GetGrid()==gridpair)
+ {
+ // verify, if the corpse in our instance (add only corpses which are)
+ if (map->Instanceable())
+ {
+ if (iter->second->GetInstanceId() == map->GetInstanceId())
+ {
+ grid.AddWorldObject(iter->second,iter->second->GetGUID());
+ }
+ }
+ else
+ {
+ grid.AddWorldObject(iter->second,iter->second->GetGUID());
+ }
+ }
+}
+
+Corpse*
+ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid)
+{
+ Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
+ if(!corpse)
+ {
+ //in fact this function is called from several places
+ //even when player doesn't have a corpse, not an error
+ //sLog.outError("ERROR: Try remove corpse that not in map for GUID %ul", player_guid);
+ return NULL;
+ }
+
+ DEBUG_LOG("Deleting Corpse and spawning bones.\n");
+
+ // remove corpse from player_guid -> corpse map
+ RemoveCorpse(corpse);
+
+ // remove resurrectble corpse from grid object registry (loaded state checked into call)
+ // do not load the map if it's not loaded
+ Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
+ if(map) map->Remove(corpse,false);
+
+ // remove corpse from DB
+ corpse->DeleteFromDB();
+
+ Corpse *bones = NULL;
+ // create the bones only if the map and the grid is loaded at the corpse's location
+ if(map && !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
+ {
+ // Create bones, don't change Corpse
+ bones = new Corpse;
+ bones->Create(corpse->GetGUIDLow());
+
+ for (int i = 3; i < CORPSE_END; i++) // don't overwrite guid and object type
+ bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
+
+ bones->SetGrid(corpse->GetGrid());
+ // bones->m_time = m_time; // don't overwrite time
+ // bones->m_inWorld = m_inWorld; // don't overwrite world state
+ // bones->m_type = m_type; // don't overwrite type
+ bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
+ bones->SetMapId(corpse->GetMapId());
+ bones->SetInstanceId(corpse->GetInstanceId());
+
+ bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
+ bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
+
+ for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
+ bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
+ }
+
+ // add bones in grid store if grid loaded where corpse placed
+ map->Add(bones);
+ }
+
+ // all references to the corpse should be removed at this point
+ delete corpse;
+
+ return bones;
+}
+
+void
+ObjectAccessor::Update(uint32 diff)
+{
+ {
+ typedef std::multimap<uint32, Player *> CreatureLocationHolderType;
+ CreatureLocationHolderType creature_locations;
+ //TODO: Player guard
+ HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
+ for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
+ {
+ if(iter->second->IsInWorld())
+ {
+ iter->second->Update(diff);
+ creature_locations.insert( CreatureLocationHolderType::value_type(iter->second->GetMapId(), iter->second) );
+ }
+ }
+
+ Map *map;
+
+ MaNGOS::ObjectUpdater updater(diff);
+ // for creature
+ TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
+ // for pets
+ TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
+
+ for(CreatureLocationHolderType::iterator iter=creature_locations.begin(); iter != creature_locations.end(); ++iter)
+ {
+ MapManager::Instance().GetMap((*iter).first, (*iter).second)->resetMarkedCells();
+ }
+
+ for(CreatureLocationHolderType::iterator iter=creature_locations.begin(); iter != creature_locations.end(); ++iter)
+ {
+ Player *player = (*iter).second;
+ map = MapManager::Instance().GetMap((*iter).first, player);
+
+ CellPair standing_cell(MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()));
+
+ // Check for correctness of standing_cell, it also avoids problems with update_cell
+ if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
+ continue;
+
+ // the overloaded operators handle range checking
+ // so ther's no need for range checking inside the loop
+ CellPair begin_cell(standing_cell), end_cell(standing_cell);
+ begin_cell << 1; begin_cell -= 1; // upper left
+ end_cell >> 1; end_cell += 1; // lower right
+
+ for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
+ {
+ for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
+ {
+ uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
+ if( !map->isCellMarked(cell_id) )
+ {
+ CellPair cell_pair(x,y);
+ map->markCell(cell_id);
+ Cell cell(cell_pair);
+ cell.data.Part.reserved = CENTER_DISTRICT;
+ cell.SetNoCreate();
+ CellLock<NullGuard> cell_lock(cell, cell_pair);
+ cell_lock->Visit(cell_lock, grid_object_update, *map);
+ cell_lock->Visit(cell_lock, world_object_update, *map);
+ }
+ }
+ }
+ }
+ }
+
+ _update();
+}
+
+bool
+ObjectAccessor::PlayersNearGrid(uint32 x, uint32 y, uint32 m_id, uint32 i_id) const
+{
+ CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
+ CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
+ cell_min << 2;
+ cell_min -= 2;
+ cell_max >> 2;
+ cell_max += 2;
+
+ //TODO: Guard player
+ HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
+ for(HashMapHolder<Player>::MapType::const_iterator iter=playerMap.begin(); iter != playerMap.end(); ++iter)
+ {
+ if( m_id != iter->second->GetMapId() || i_id != iter->second->GetInstanceId() )
+ continue;
+
+ CellPair p = MaNGOS::ComputeCellPair(iter->second->GetPositionX(), iter->second->GetPositionY());
+ if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
+ (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
+ return true;
+ }
+
+ return false;
+}
+
+void
+ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
+{
+ for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
+ if(iter->getSource()->HaveAtClient(&i_object))
+ ObjectAccessor::_buildPacket(iter->getSource(), &i_object, i_updateDatas);
+}
+
+void
+ObjectAccessor::UpdateObjectVisibility(WorldObject *obj)
+{
+ CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
+ Cell cell(p);
+
+ MapManager::Instance().GetMap(obj->GetMapId(), obj)->UpdateObjectVisibility(obj,cell,p);
+}
+
+void ObjectAccessor::UpdateVisibilityForPlayer( Player* player )
+{
+ CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
+ Cell cell(p);
+ Map* m = MapManager::Instance().GetMap(player->GetMapId(),player);
+
+ m->UpdatePlayerVisibility(player,cell,p);
+ m->UpdateObjectsVisibilityFor(player,cell,p);
+}
+
+/// Define the static member of HashMapHolder
+
+template <class T> HM_NAMESPACE::hash_map< uint64, T* > HashMapHolder<T>::m_objectMap;
+template <class T> ZThread::FastMutex HashMapHolder<T>::i_lock;
+
+/// Global defintions for the hashmap storage
+
+template class HashMapHolder<Player>;
+template class HashMapHolder<Pet>;
+template class HashMapHolder<GameObject>;
+template class HashMapHolder<DynamicObject>;
+template class HashMapHolder<Creature>;
+template class HashMapHolder<Corpse>;
+
+template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
+template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
+template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
+template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
+template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
+template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);