/*
* 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