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https://github.com/mangosfour/server.git
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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
This commit is contained in:
parent
d767495d5b
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3322 changed files with 903437 additions and 0 deletions
648
src/game/ObjectAccessor.cpp
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648
src/game/ObjectAccessor.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Policies/SingletonImp.h"
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#include "Player.h"
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#include "Creature.h"
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#include "GameObject.h"
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#include "DynamicObject.h"
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#include "Corpse.h"
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#include "WorldSession.h"
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#include "WorldPacket.h"
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#include "Item.h"
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#include "Corpse.h"
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#include "GridNotifiers.h"
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#include "MapManager.h"
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#include "Map.h"
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#include "CellImpl.h"
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#include "GridNotifiersImpl.h"
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#include "Opcodes.h"
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#include "ObjectDefines.h"
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#include "MapInstanced.h"
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#include <cmath>
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#define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ZThread::FastMutex>
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INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
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INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ZThread::FastMutex);
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namespace MaNGOS
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{
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struct MANGOS_DLL_DECL BuildUpdateForPlayer
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{
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Player &i_player;
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UpdateDataMapType &i_updatePlayers;
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BuildUpdateForPlayer(Player &player, UpdateDataMapType &data_map) : i_player(player), i_updatePlayers(data_map) {}
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void Visit(PlayerMapType &m)
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{
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for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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if( iter->getSource() == &i_player )
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continue;
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UpdateDataMapType::iterator iter2 = i_updatePlayers.find(iter->getSource());
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if( iter2 == i_updatePlayers.end() )
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{
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std::pair<UpdateDataMapType::iterator, bool> p = i_updatePlayers.insert( ObjectAccessor::UpdateDataValueType(iter->getSource(), UpdateData()) );
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assert(p.second);
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iter2 = p.first;
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}
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i_player.BuildValuesUpdateBlockForPlayer(&iter2->second, iter2->first);
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}
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}
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template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
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};
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}
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ObjectAccessor::ObjectAccessor() {}
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ObjectAccessor::~ObjectAccessor() {}
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Creature*
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ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint32 npcflagmask)
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{
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// unit checks
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if (!guid)
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return NULL;
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// exist
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Creature *unit = GetCreature(player, guid);
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if (!unit)
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return NULL;
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// player check
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if(!player.CanInteractWithNPCs(!unit->isSpiritService()))
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return NULL;
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// appropriate npc type
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if(npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
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return NULL;
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// alive or spirit healer
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if(!unit->isAlive() && (!unit->isSpiritService() || player.isAlive() ))
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return NULL;
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// not allow interaction under control
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if(unit->GetCharmerOrOwnerGUID())
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return NULL;
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// not enemy
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if( unit->IsHostileTo(&player))
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return NULL;
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// not unfriendly
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FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction());
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if(factionTemplate)
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{
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FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
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if( faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
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return NULL;
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}
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// not too far
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if(!unit->IsWithinDistInMap(&player,INTERACTION_DISTANCE))
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return NULL;
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return unit;
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}
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Creature*
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ObjectAccessor::GetCreatureOrPet(WorldObject const &u, uint64 guid)
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{
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if(Creature *unit = GetPet(guid))
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return unit;
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return GetCreature(u, guid);
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}
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Creature*
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ObjectAccessor::GetCreature(WorldObject const &u, uint64 guid)
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{
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Creature * ret = GetObjectInWorld(guid, (Creature*)NULL);
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if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
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return ret;
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}
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Unit*
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ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid)
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{
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if(!guid)
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return NULL;
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if(IS_PLAYER_GUID(guid))
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return FindPlayer(guid);
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return GetCreatureOrPet(u, guid);
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}
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Corpse*
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ObjectAccessor::GetCorpse(WorldObject const &u, uint64 guid)
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{
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Corpse * ret = GetObjectInWorld(guid, (Corpse*)NULL);
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if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
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return ret;
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}
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Object* ObjectAccessor::GetObjectByTypeMask(Player const &p, uint64 guid, uint32 typemask)
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{
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Object *obj = NULL;
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if(typemask & TYPEMASK_PLAYER)
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{
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obj = FindPlayer(guid);
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if(obj) return obj;
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}
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if(typemask & TYPEMASK_UNIT)
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{
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obj = GetCreatureOrPet(p,guid);
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if(obj) return obj;
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}
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if(typemask & TYPEMASK_GAMEOBJECT)
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{
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obj = GetGameObject(p,guid);
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if(obj) return obj;
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}
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if(typemask & TYPEMASK_DYNAMICOBJECT)
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{
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obj = GetDynamicObject(p,guid);
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if(obj) return obj;
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}
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if(typemask & TYPEMASK_ITEM)
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{
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obj = p.GetItemByGuid( guid );
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if(obj) return obj;
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}
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return NULL;
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}
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GameObject*
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ObjectAccessor::GetGameObject(WorldObject const &u, uint64 guid)
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{
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GameObject * ret = GetObjectInWorld(guid, (GameObject*)NULL);
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if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
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return ret;
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}
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DynamicObject*
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ObjectAccessor::GetDynamicObject(Unit const &u, uint64 guid)
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{
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DynamicObject * ret = GetObjectInWorld(guid, (DynamicObject*)NULL);
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if(ret && ret->GetMapId() != u.GetMapId()) ret = NULL;
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return ret;
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}
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Player*
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ObjectAccessor::FindPlayer(uint64 guid)
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{
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return GetObjectInWorld(guid, (Player*)NULL);
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}
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Player*
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ObjectAccessor::FindPlayerByName(const char *name)
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{
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//TODO: Player Guard
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HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
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HashMapHolder<Player>::MapType::iterator iter = m.begin();
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for(; iter != m.end(); ++iter)
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if( ::strcmp(name, iter->second->GetName()) == 0 )
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return iter->second;
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return NULL;
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}
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void
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ObjectAccessor::SaveAllPlayers()
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{
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Guard guard(*HashMapHolder<Player*>::GetLock());
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HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
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HashMapHolder<Player>::MapType::iterator itr = m.begin();
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for(; itr != m.end(); ++itr)
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itr->second->SaveToDB();
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}
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void
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ObjectAccessor::_update()
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{
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UpdateDataMapType update_players;
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{
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Guard guard(i_updateGuard);
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while(!i_objects.empty())
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{
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Object* obj = *i_objects.begin();
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i_objects.erase(i_objects.begin());
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if (!obj)
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continue;
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_buildUpdateObject(obj, update_players);
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obj->ClearUpdateMask(false);
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}
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}
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WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
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for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
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{
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iter->second.BuildPacket(&packet);
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iter->first->GetSession()->SendPacket(&packet);
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packet.clear(); // clean the string
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}
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}
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void
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ObjectAccessor::UpdateObject(Object* obj, Player* exceptPlayer)
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{
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UpdateDataMapType update_players;
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obj->BuildUpdate(update_players);
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WorldPacket packet;
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for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
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{
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if(iter->first == exceptPlayer)
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continue;
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iter->second.BuildPacket(&packet);
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iter->first->GetSession()->SendPacket(&packet);
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packet.clear();
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}
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}
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void
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ObjectAccessor::AddUpdateObject(Object *obj)
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{
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Guard guard(i_updateGuard);
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i_objects.insert(obj);
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}
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void
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ObjectAccessor::RemoveUpdateObject(Object *obj)
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{
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Guard guard(i_updateGuard);
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std::set<Object *>::iterator iter = i_objects.find(obj);
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if( iter != i_objects.end() )
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i_objects.erase( iter );
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}
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void
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ObjectAccessor::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players)
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{
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bool build_for_all = true;
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Player *pl = NULL;
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if( obj->isType(TYPEMASK_ITEM) )
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{
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Item *item = static_cast<Item *>(obj);
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pl = item->GetOwner();
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build_for_all = false;
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}
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if( pl != NULL )
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_buildPacket(pl, obj, update_players);
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// Capt: okey for all those fools who think its a real fix
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// THIS IS A TEMP FIX
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if( build_for_all )
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{
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WorldObject * temp = dynamic_cast<WorldObject*>(obj);
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//assert(dynamic_cast<WorldObject*>(obj)!=NULL);
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if (temp)
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_buildChangeObjectForPlayer(temp, update_players);
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else
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sLog.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
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}
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}
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void
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ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players)
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{
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UpdateDataMapType::iterator iter = update_players.find(pl);
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if( iter == update_players.end() )
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{
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std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataValueType(pl, UpdateData()) );
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assert(p.second);
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iter = p.first;
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}
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obj->BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
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}
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void
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ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType &update_players)
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{
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CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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WorldObjectChangeAccumulator notifier(*obj, update_players);
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TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, player_notifier, *MapManager::Instance().GetMap(obj->GetMapId(), obj));
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}
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Pet*
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ObjectAccessor::GetPet(uint64 guid)
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{
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return GetObjectInWorld(guid, (Pet*)NULL);
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}
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Corpse*
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ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
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{
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Guard guard(i_corpseGuard);
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Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
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if( iter == i_player2corpse.end() ) return NULL;
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assert(iter->second->GetType() != CORPSE_BONES);
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return iter->second;
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}
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void
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ObjectAccessor::RemoveCorpse(Corpse *corpse)
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{
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assert(corpse && corpse->GetType() != CORPSE_BONES);
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Guard guard(i_corpseGuard);
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Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
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if( iter == i_player2corpse.end() )
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return;
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// build mapid*cellid -> guid_set map
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CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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objmgr.DeleteCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID());
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corpse->RemoveFromWorld();
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i_player2corpse.erase(iter);
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}
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void
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ObjectAccessor::AddCorpse(Corpse *corpse)
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{
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assert(corpse && corpse->GetType() != CORPSE_BONES);
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Guard guard(i_corpseGuard);
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assert(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
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i_player2corpse[corpse->GetOwnerGUID()] = corpse;
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// build mapid*cellid -> guid_set map
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CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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objmgr.AddCorpseCellData(corpse->GetMapId(),cell_id,corpse->GetOwnerGUID(),corpse->GetInstanceId());
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}
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void
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ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
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{
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Guard guard(i_corpseGuard);
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for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
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if(iter->second->GetGrid()==gridpair)
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{
|
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// verify, if the corpse in our instance (add only corpses which are)
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if (map->Instanceable())
|
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{
|
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if (iter->second->GetInstanceId() == map->GetInstanceId())
|
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{
|
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grid.AddWorldObject(iter->second,iter->second->GetGUID());
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}
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}
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else
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{
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grid.AddWorldObject(iter->second,iter->second->GetGUID());
|
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}
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||||
}
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}
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Corpse*
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ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid)
|
||||
{
|
||||
Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
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if(!corpse)
|
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{
|
||||
//in fact this function is called from several places
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//even when player doesn't have a corpse, not an error
|
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//sLog.outError("ERROR: Try remove corpse that not in map for GUID %ul", player_guid);
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return NULL;
|
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}
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DEBUG_LOG("Deleting Corpse and spawning bones.\n");
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// remove corpse from player_guid -> corpse map
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RemoveCorpse(corpse);
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// remove resurrectble corpse from grid object registry (loaded state checked into call)
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// do not load the map if it's not loaded
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Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
|
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if(map) map->Remove(corpse,false);
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// remove corpse from DB
|
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corpse->DeleteFromDB();
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||||
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||||
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());
|
||||
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||||
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)
|
||||
{
|
||||
{
|
||||
typedef std::multimap<uint32, Player *> CreatureLocationHolderType;
|
||||
CreatureLocationHolderType creature_locations;
|
||||
//TODO: Player guard
|
||||
HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
|
||||
for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
|
||||
{
|
||||
if(iter->second->IsInWorld())
|
||||
{
|
||||
iter->second->Update(diff);
|
||||
creature_locations.insert( CreatureLocationHolderType::value_type(iter->second->GetMapId(), iter->second) );
|
||||
}
|
||||
}
|
||||
|
||||
Map *map;
|
||||
|
||||
MaNGOS::ObjectUpdater updater(diff);
|
||||
// for creature
|
||||
TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
|
||||
// for pets
|
||||
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
|
||||
|
||||
for(CreatureLocationHolderType::iterator iter=creature_locations.begin(); iter != creature_locations.end(); ++iter)
|
||||
{
|
||||
MapManager::Instance().GetMap((*iter).first, (*iter).second)->resetMarkedCells();
|
||||
}
|
||||
|
||||
for(CreatureLocationHolderType::iterator iter=creature_locations.begin(); iter != creature_locations.end(); ++iter)
|
||||
{
|
||||
Player *player = (*iter).second;
|
||||
map = MapManager::Instance().GetMap((*iter).first, player);
|
||||
|
||||
CellPair standing_cell(MaNGOS::ComputeCellPair(player->GetPositionX(), player->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<NullGuard> cell_lock(cell, cell_pair);
|
||||
cell_lock->Visit(cell_lock, grid_object_update, *map);
|
||||
cell_lock->Visit(cell_lock, world_object_update, *map);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_update();
|
||||
}
|
||||
|
||||
bool
|
||||
ObjectAccessor::PlayersNearGrid(uint32 x, uint32 y, uint32 m_id, uint32 i_id) const
|
||||
{
|
||||
CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
|
||||
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
|
||||
cell_min << 2;
|
||||
cell_min -= 2;
|
||||
cell_max >> 2;
|
||||
cell_max += 2;
|
||||
|
||||
//TODO: Guard player
|
||||
HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
|
||||
for(HashMapHolder<Player>::MapType::const_iterator iter=playerMap.begin(); iter != playerMap.end(); ++iter)
|
||||
{
|
||||
if( m_id != iter->second->GetMapId() || i_id != iter->second->GetInstanceId() )
|
||||
continue;
|
||||
|
||||
CellPair p = MaNGOS::ComputeCellPair(iter->second->GetPositionX(), iter->second->GetPositionY());
|
||||
if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
|
||||
(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
|
||||
{
|
||||
for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
|
||||
if(iter->getSource()->HaveAtClient(&i_object))
|
||||
ObjectAccessor::_buildPacket(iter->getSource(), &i_object, i_updateDatas);
|
||||
}
|
||||
|
||||
void
|
||||
ObjectAccessor::UpdateObjectVisibility(WorldObject *obj)
|
||||
{
|
||||
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
|
||||
Cell cell(p);
|
||||
|
||||
MapManager::Instance().GetMap(obj->GetMapId(), obj)->UpdateObjectVisibility(obj,cell,p);
|
||||
}
|
||||
|
||||
void ObjectAccessor::UpdateVisibilityForPlayer( Player* player )
|
||||
{
|
||||
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
|
||||
Cell cell(p);
|
||||
Map* m = MapManager::Instance().GetMap(player->GetMapId(),player);
|
||||
|
||||
m->UpdatePlayerVisibility(player,cell,p);
|
||||
m->UpdateObjectsVisibilityFor(player,cell,p);
|
||||
}
|
||||
|
||||
/// Define the static member of HashMapHolder
|
||||
|
||||
template <class T> HM_NAMESPACE::hash_map< uint64, T* > HashMapHolder<T>::m_objectMap;
|
||||
template <class T> ZThread::FastMutex HashMapHolder<T>::i_lock;
|
||||
|
||||
/// Global defintions 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*/);
|
||||
Loading…
Add table
Add a link
Reference in a new issue