/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 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 MaNGOS::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::_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*/);