/* * Copyright (C) 2005-2010 MaNGOS * * 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 "ObjectGuid.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; } } Unit* ObjectAccessor::GetUnit(WorldObject const &u, ObjectGuid guid) { if(guid.IsEmpty()) return NULL; if(guid.IsPlayer()) return FindPlayer(guid); if (!u.IsInWorld()) return NULL; return u.GetMap()->GetAnyTypeCreature(guid); } Corpse* ObjectAccessor::GetCorpseInMap(ObjectGuid guid, uint32 mapid) { Corpse * ret = HashMapHolder::Find(guid); if(!ret) return NULL; if(ret->GetMapId() != mapid) return NULL; return ret; } Player* ObjectAccessor::FindPlayer(ObjectGuid guid) { Player * plr = HashMapHolder::Find(guid);; if(!plr || !plr->IsInWorld()) return NULL; return plr; } Player* ObjectAccessor::FindPlayerByName(const char *name) { HashMapHolder::ReadGuard g(HashMapHolder::GetLock()); HashMapHolder::MapType& m = sObjectAccessor.GetPlayers(); for(HashMapHolder::MapType::iterator iter = m.begin(); iter != m.end(); ++iter) if(iter->second->IsInWorld() && ( ::strcmp(name, iter->second->GetName()) == 0 )) return iter->second; return NULL; } void ObjectAccessor::SaveAllPlayers() { HashMapHolder::ReadGuard g(HashMapHolder::GetLock()); HashMapHolder::MapType& m = sObjectAccessor.GetPlayers(); for(HashMapHolder::MapType::iterator itr = m.begin(); itr != m.end(); ++itr) itr->second->SaveToDB(); } void ObjectAccessor::KickPlayer(ObjectGuid guid) { if (Player* p = HashMapHolder::Find(guid)) { WorldSession* s = p->GetSession(); s->KickPlayer(); // mark session to remove at next session list update s->LogoutPlayer(false); // logout player without waiting next session list update } } Corpse* ObjectAccessor::GetCorpseForPlayerGUID(ObjectGuid guid) { Guard guard(i_corpseGuard); Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid.GetRawValue()); if( iter == i_player2corpse.end() ) return NULL; MANGOS_ASSERT(iter->second->GetType() != CORPSE_BONES); return iter->second; } void ObjectAccessor::RemoveCorpse(Corpse *corpse) { MANGOS_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 = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY()); uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord; sObjectMgr.DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID())); corpse->RemoveFromWorld(); i_player2corpse.erase(iter); } void ObjectAccessor::AddCorpse(Corpse *corpse) { MANGOS_ASSERT(corpse && corpse->GetType() != CORPSE_BONES); Guard guard(i_corpseGuard); MANGOS_ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end()); i_player2corpse[corpse->GetOwnerGUID()] = corpse; // build mapid*cellid -> guid_set map CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY()); uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord; sObjectMgr.AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(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); } } else { grid.AddWorldObject(iter->second); } } } Corpse* ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid 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."); // remove corpse from player_guid -> corpse map RemoveCorpse(corpse); // remove resurrectable corpse from grid object registry (loaded state checked into call) // do not load the map if it's not loaded Map *map = sMapMgr.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 // ignore bones creating option in case insignia if (map && (insignia || (map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_WORLD))) && !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->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::RemoveOldCorpses() { time_t now = time(NULL); Player2CorpsesMapType::iterator next; for(Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next) { next = itr; ++next; if(!itr->second->IsExpired(now)) continue; ConvertCorpseForPlayer(itr->first); } } /// Define the static member of HashMapHolder template UNORDERED_MAP< uint64, T* > HashMapHolder::m_objectMap; template ACE_RW_Thread_Mutex HashMapHolder::i_lock; /// Global definitions for the hashmap storage template class HashMapHolder; template class HashMapHolder; /// Define the static member of ObjectAccessor std::list ObjectAccessor::i_mapList;