/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 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 "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 #define CLASS_LOCK Trinity::ClassLevelLockable INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK); INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ZThread::FastMutex); namespace Trinity { struct TRINITY_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 p = i_updatePlayers.insert( ObjectAccessor::UpdateDataValueType(iter->getSource(), UpdateData()) ); assert(p.second); iter2 = p.first; } i_player.BuildValuesUpdateBlockForPlayer(&iter2->second, iter2->first); } } template void Visit(GridRefManager &) {} }; } 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) return NULL; if(ret->GetMapId() != u.GetMapId()) return NULL; if(ret->GetInstanceId() != u.GetInstanceId()) return 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::MapType& m = HashMapHolder::GetContainer(); HashMapHolder::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::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::AddUpdateObject(Object *obj) { Guard guard(i_updateGuard); i_objects.insert(obj); } void ObjectAccessor::RemoveUpdateObject(Object *obj) { Guard guard(i_updateGuard); std::set::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(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(obj); //assert(dynamic_cast(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 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); cell_lock->Visit(cell_lock, player_notifier, *obj->GetMap()); } 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 = 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()); 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 = 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) { 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) { /* { //Player update now in MapManager -> UpdatePlayers // player update might remove the player from grid, and that causes crashes. We HAVE to update players first, and then the active objects. HashMapHolder::MapType& playerMap = HashMapHolder::GetContainer(); for(HashMapHolder::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter) { if(iter->second->IsInWorld()) { iter->second->Update(diff); } } // TODO: move this to Map::Update // clone the active object list, because update might remove from it std::set activeobjects(i_activeobjects); std::set::iterator itr, next; for(itr = activeobjects.begin(); itr != activeobjects.end(); itr = next) { next = itr; ++next; if((*itr)->IsInWorld()) (*itr)->GetMap()->resetMarkedCells(); else activeobjects.erase(itr); } Map *map; Trinity::ObjectUpdater updater(diff); // for creature TypeContainerVisitor grid_object_update(updater); // for pets TypeContainerVisitor world_object_update(updater); for(itr = activeobjects.begin(); itr != activeobjects.end(); ++itr) { WorldObject *obj = (*itr); map = obj->GetMap(); CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->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 cell_lock(cell, cell_pair); cell_lock->Visit(cell_lock, grid_object_update, *map); cell_lock->Visit(cell_lock, world_object_update, *map); } } } } }*/ 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::UpdatePlayers(uint32 diff) { HashMapHolder::MapType& playerMap = HashMapHolder::GetContainer(); for(HashMapHolder::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter) if(iter->second->IsInWorld()) iter->second->Update(diff); } 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) { if (IS_PLAYER_GUID(iter->getSource()->GetCasterGUID())) { Player* caster = (Player*)iter->getSource()->GetCaster(); 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 ) { CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); Cell cell(p); Map* m = player->GetMap(); m->UpdatePlayerVisibility(player,cell,p); m->UpdateObjectsVisibilityFor(player,cell,p); } /// Define the static member of HashMapHolder template UNORDERED_MAP< uint64, T* > HashMapHolder::m_objectMap; template ZThread::FastMutex HashMapHolder::i_lock; /// Global defintions 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*/);