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diff --git a/src/server/game/ObjectAccessor.cpp b/src/server/game/ObjectAccessor.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "Vehicle.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 "World.h"
+
+#include <cmath>
+
+#define CLASS_LOCK Trinity::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex>
+INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
+INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Thread_Mutex);
+
+ObjectAccessor::ObjectAccessor()
+{
+}
+
+ObjectAccessor::~ObjectAccessor()
+{
+ for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
+ {
+ itr->second->RemoveFromWorld();
+ delete itr->second;
+ }
+}
+
+Creature* ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const& u, uint64 guid)
+{
+ if (IS_PLAYER_GUID(guid))
+ return NULL;
+
+ if (IS_PET_GUID(guid))
+ return GetPet(guid);
+
+ return u.IsInWorld() ? u.GetMap()->GetCreature(guid) : NULL;
+}
+
+Corpse* ObjectAccessor::GetCorpse(WorldObject const& u, uint64 guid)
+{
+ Corpse* ret = GetObjectInWorld(guid, (Corpse*)NULL);
+
+ if (!ret)
+ return NULL;
+
+ if (ret->GetMapId() != u.GetMapId())
+ return NULL;
+
+ if (ret->GetInstanceId() != u.GetInstanceId())
+ return NULL;
+
+ return ret;
+}
+
+WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
+{
+ switch (GUID_HIPART(guid))
+ {
+ case HIGHGUID_PLAYER: return FindPlayer(guid);
+ case HIGHGUID_GAMEOBJECT: return p.GetMap()->GetGameObject(guid);
+ case HIGHGUID_VEHICLE:
+ case HIGHGUID_UNIT: return p.GetMap()->GetCreature(guid);
+ case HIGHGUID_PET: return GetPet(guid);
+ case HIGHGUID_DYNAMICOBJECT: return p.GetMap()->GetDynamicObject(guid);
+ case HIGHGUID_TRANSPORT: return NULL;
+ case HIGHGUID_CORPSE: return GetCorpse(p,guid);
+ case HIGHGUID_MO_TRANSPORT: return NULL;
+ default: return NULL;
+ }
+}
+
+Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask)
+{
+ switch (GUID_HIPART(guid))
+ {
+ case HIGHGUID_ITEM:
+ if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
+ return ((Player const&)p).GetItemByGuid(guid);
+ break;
+ case HIGHGUID_PLAYER:
+ if (typemask & TYPEMASK_PLAYER)
+ return FindPlayer(guid);
+ break;
+ case HIGHGUID_GAMEOBJECT:
+ if (typemask & TYPEMASK_GAMEOBJECT)
+ return p.GetMap()->GetGameObject(guid);
+ break;
+ case HIGHGUID_UNIT:
+ case HIGHGUID_VEHICLE:
+ if (typemask & TYPEMASK_UNIT)
+ return p.GetMap()->GetCreature(guid);
+ break;
+ case HIGHGUID_PET:
+ if (typemask & TYPEMASK_UNIT)
+ return GetPet(guid);
+ break;
+ case HIGHGUID_DYNAMICOBJECT:
+ if (typemask & TYPEMASK_DYNAMICOBJECT)
+ return p.GetMap()->GetDynamicObject(guid);
+ break;
+ case HIGHGUID_TRANSPORT:
+ case HIGHGUID_CORPSE:
+ case HIGHGUID_MO_TRANSPORT:
+ break;
+ }
+
+ return NULL;
+}
+
+Player* ObjectAccessor::FindPlayer(uint64 guid)
+{
+ Player* plr = GetObjectInWorld(guid, (Player*)NULL);
+ if (!plr || !plr->IsInWorld())
+ return NULL;
+
+ return plr;
+}
+
+Player* ObjectAccessor::FindPlayerByName(const char* name)
+{
+ Guard guard(*HashMapHolder<Player>::GetLock());
+ HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
+ for (HashMapHolder<Player>::MapType::iterator iter = m.begin(); iter != m.end(); ++iter)
+ if (iter->second->IsInWorld() && 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();
+ for (HashMapHolder<Player>::MapType::iterator itr = m.begin(); itr != m.end(); ++itr)
+ itr->second->SaveToDB();
+}
+
+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);
+
+ if (corpse->FindMap())
+ corpse->FindMap()->Remove(corpse, false);
+ else
+ corpse->RemoveFromWorld();
+
+ // Critical section
+ {
+ Guard guard(i_corpseGuard);
+
+ Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
+ if (iter == i_player2corpse.end()) // TODO: Fix this
+ return;
+
+ // build mapid*cellid -> guid_set map
+ CellPair cell_pair = Trinity::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());
+
+ i_player2corpse.erase(iter);
+ }
+}
+
+void ObjectAccessor::AddCorpse(Corpse* corpse)
+{
+ assert(corpse && corpse->GetType() != CORPSE_BONES);
+
+ // Critical section
+ {
+ 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 = Trinity::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);
+ }
+ else
+ grid.AddWorldObject(iter->second);
+ }
+ }
+}
+
+Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insignia*/)
+{
+ 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
+ // TODO: really, now...
+ //sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
+ return NULL;
+ }
+
+ DEBUG_LOG("Deleting Corpse and spawned bones.");
+
+ //Map* map = corpse->FindMap();
+
+ // remove corpse from player_guid -> corpse map
+ RemoveCorpse(corpse);
+
+ // done in removecorpse
+ // remove resurrectable 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();
+
+ // we don't want bones to save some cpu.. :)
+ delete corpse;
+ return NULL;
+
+ /*
+ Corpse* bones = NULL;
+ // create the bones only if the map and the grid is loaded at the corpse's location
+ // ignore bones creating option in case insignia
+ if (map && (insignia ||
+ (map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
+ !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
+ {
+ // Create bones, don't change Corpse
+ bones = new Corpse;
+ bones->Create(corpse->GetGUIDLow(), map);
+
+ 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 in-world state
+ // bones->m_type = m_type; // don't overwrite type
+ bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
+ bones->SetPhaseMask(corpse->GetPhaseMask(), false);
+
+ 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*/)
+{
+ UpdateDataMapType update_players;
+
+ // Critical section
+ {
+ Guard guard(i_updateGuard);
+
+ while (!i_objects.empty())
+ {
+ Object* obj = *i_objects.begin();
+ assert(obj && obj->IsInWorld());
+ i_objects.erase(i_objects.begin());
+ obj->BuildUpdate(update_players);
+ }
+ }
+
+ 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
+ }
+}
+
+/// Define the static members of HashMapHolder
+
+template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
+template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
+
+/// Global definitions 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*/);