/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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 #define CLASS_LOCK Trinity::ClassLevelLockable 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; } /* Unit* ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid) { if(!guid) return NULL; if(IS_PLAYER_GUID(guid)) return FindPlayer(guid); return GetCreatureOrPetOrVehicle(u, guid); } */ 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: break; } 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) { //TODO: Player Guard Guard guard(*HashMapHolder::GetLock()); HashMapHolder::MapType& m = HashMapHolder::GetContainer(); HashMapHolder::MapType::iterator iter = m.begin(); for (; 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::GetLock()); HashMapHolder::MapType& m = HashMapHolder::GetContainer(); HashMapHolder::MapType::iterator itr = m.begin(); for (; itr != m.end(); ++itr) itr->second->SaveToDB(); } 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::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players) { if(obj->isType(TYPEMASK_ITEM)) { if(Player *owner = ((Item*)obj)->GetOwner()) _buildPacket(owner, obj, update_players); } else _buildChangeObjectForPlayer((WorldObject*)obj, update_players); } void ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players) { UpdateDataMapType::iterator iter = update_players.find(pl); if( iter == update_players.end() ) { std::pair 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 = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); WorldObjectChangeAccumulator notifier(*obj, update_players); TypeContainerVisitor player_notifier(notifier); CellLock cell_lock(cell, p); Map& map = *obj->GetMap(); //we must build packets for all visible players cell_lock->Visit(cell_lock, player_notifier, map, *obj, map.GetVisibilityDistance()); } 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(); Guard guard(i_corpseGuard); Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID()); if( iter == i_player2corpse.end() ) // i do not know when it happens but it happens 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); 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, iter->second->GetGUID()); } } else { grid.AddWorldObject(iter->second, iter->second->GetGUID()); } } } 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 //sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid); return NULL; } DEBUG_LOG("Deleting Corpse and spawning 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 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; { Guard guard(i_updateGuard); while(!i_objects.empty()) { Object* obj = *i_objects.begin(); assert(obj && obj->IsInWorld()); i_objects.erase(i_objects.begin()); _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::WorldObjectChangeAccumulator::Visit(PlayerMapType &m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { BuildPacket(iter->getSource()); if (!iter->getSource()->GetSharedVisionList().empty()) { SharedVisionList::const_iterator it = iter->getSource()->GetSharedVisionList().begin(); for (; it != iter->getSource()->GetSharedVisionList().end(); ++it) BuildPacket(*it); } } } void ObjectAccessor::WorldObjectChangeAccumulator::Visit(CreatureMapType &m) { for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { if (!iter->getSource()->GetSharedVisionList().empty()) { SharedVisionList::const_iterator it = iter->getSource()->GetSharedVisionList().begin(); for (; it != iter->getSource()->GetSharedVisionList().end(); ++it) BuildPacket(*it); } } } void ObjectAccessor::WorldObjectChangeAccumulator::Visit(DynamicObjectMapType &m) { for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { uint64 guid = iter->getSource()->GetCasterGUID(); if(IS_PLAYER_GUID(guid)) { //Caster may be NULL if DynObj is in removelist if(Player *caster = FindPlayer(guid)) if (caster->GetUInt64Value(PLAYER_FARSIGHT) == iter->getSource()->GetGUID()) BuildPacket(caster); } } } void ObjectAccessor::WorldObjectChangeAccumulator::BuildPacket(Player* plr) { // Only send update once to a player if (plr_list.find(plr->GetGUID()) == plr_list.end() && plr->HaveAtClient(&i_object)) { ObjectAccessor::_buildPacket(plr, &i_object, i_updateDatas); plr_list.insert(plr->GetGUID()); } } void ObjectAccessor::UpdateObjectVisibility(WorldObject *obj) { CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); Cell cell(p); obj->GetMap()->UpdateObjectVisibility(obj, cell, p); } /*void ObjectAccessor::UpdateVisibilityForPlayer( Player* player ) { WorldObject const* viewPoint = player->GetViewPoint(); Map* m = player->GetMap(); CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); Cell cell(p); m->UpdatePlayerVisibility(player, cell, p); if (player!=viewPoint) { CellPair pView(Trinity::ComputeCellPair(viewPoint->GetPositionX(), viewPoint->GetPositionY())); Cell cellView(pView); m->UpdateObjectsVisibilityFor(player, cellView, pView); } else m->UpdateObjectsVisibilityFor(player, cell, p); }*/ /// Define the static member of HashMapHolder template UNORDERED_MAP< uint64, T* > HashMapHolder::m_objectMap; template ACE_Thread_Mutex HashMapHolder::i_lock; /// Global definitions for the hashmap storage template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template Player* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/); template Pet* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/); template Creature* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/); template Corpse* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/); template GameObject* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/); template DynamicObject* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);