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Diffstat (limited to 'src/server/game/ObjectAccessor.cpp')
-rw-r--r-- | src/server/game/ObjectAccessor.cpp | 375 |
1 files changed, 375 insertions, 0 deletions
diff --git a/src/server/game/ObjectAccessor.cpp b/src/server/game/ObjectAccessor.cpp new file mode 100644 index 00000000000..cf5bc728c6e --- /dev/null +++ b/src/server/game/ObjectAccessor.cpp @@ -0,0 +1,375 @@ +/* + * 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*/); |