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Diffstat (limited to 'src/game/ObjectAccessor.cpp')
-rw-r--r-- | src/game/ObjectAccessor.cpp | 648 |
1 files changed, 648 insertions, 0 deletions
diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp new file mode 100644 index 00000000000..702bdc72123 --- /dev/null +++ b/src/game/ObjectAccessor.cpp @@ -0,0 +1,648 @@ +/* + * 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*/); |