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* objmgr -> sObjectMgr * spellmgr -> sSpellMgr * WaypointMgr -> sWaypointMgr * poolhandler -> sPoolMgr * objaccessor -> sObjectAccessor * mapmgr -> sMapMgr * sInstanceSaveManager -> sInstanceSaveMgr * ticketmgr -> sTicketMgr * CreatureEAI_Mgr -> sEventAIMgr * auctionmgr -> sAuctionMgr * achievementmgr -> sAchievementMgr
310 lines
9.9 KiB
C++
310 lines
9.9 KiB
C++
/*
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* Copyright (C) 2005-2009 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 "Vehicle.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 "World.h"
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#include <cmath>
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#define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex>
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INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
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INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Thread_Mutex);
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ObjectAccessor::ObjectAccessor() {}
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ObjectAccessor::~ObjectAccessor()
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{
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for(Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
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delete itr->second;
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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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if (!u.IsInWorld())
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return NULL;
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return u.GetMap()->GetCreatureOrPetOrVehicle(guid);
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}
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Corpse* ObjectAccessor::GetCorpseInMap( uint64 guid, uint32 mapid )
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{
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Corpse * ret = HashMapHolder<Corpse>::Find(guid);
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if(!ret)
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return NULL;
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if(ret->GetMapId() != mapid)
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return NULL;
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return ret;
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}
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Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, uint32 typemask)
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{
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switch(GUID_HIPART(guid))
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{
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case HIGHGUID_ITEM:
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if(typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
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return ((Player const &)p).GetItemByGuid( guid );
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break;
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case HIGHGUID_PLAYER:
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if(typemask & TYPEMASK_PLAYER)
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return FindPlayer(guid);
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break;
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case HIGHGUID_GAMEOBJECT:
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if(typemask & TYPEMASK_GAMEOBJECT)
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return p.GetMap()->GetGameObject(guid);
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break;
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case HIGHGUID_UNIT:
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if(typemask & TYPEMASK_UNIT)
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return p.GetMap()->GetCreature(guid);
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break;
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case HIGHGUID_PET:
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if(typemask & TYPEMASK_UNIT)
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return p.GetMap()->GetPet(guid);
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break;
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case HIGHGUID_VEHICLE:
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if(typemask & TYPEMASK_UNIT)
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return p.GetMap()->GetVehicle(guid);
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break;
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case HIGHGUID_DYNAMICOBJECT:
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if(typemask & TYPEMASK_DYNAMICOBJECT)
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return p.GetMap()->GetDynamicObject(guid);
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break;
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case HIGHGUID_TRANSPORT:
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case HIGHGUID_CORPSE:
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case HIGHGUID_MO_TRANSPORT:
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break;
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}
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return NULL;
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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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Player * plr = HashMapHolder<Player>::Find(guid);;
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if(!plr || !plr->IsInWorld())
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return NULL;
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return plr;
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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(iter->second->IsInWorld() && ( ::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 ObjectAccessor::KickPlayer(uint64 guid)
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{
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if (Player* p = HashMapHolder<Player>::Find(guid))
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{
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WorldSession* s = p->GetSession();
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s->KickPlayer(); // mark session to remove at next session list update
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s->LogoutPlayer(false); // logout player without waiting next session list update
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}
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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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sObjectMgr.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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sObjectMgr.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, bool insignia)
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{
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Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
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if(!corpse)
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{
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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("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.");
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// remove corpse from player_guid -> corpse map
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RemoveCorpse(corpse);
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// remove resurrectable 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 = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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if(map)
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map->Remove(corpse, false);
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// remove corpse from DB
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corpse->DeleteFromDB();
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Corpse *bones = NULL;
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// create the bones only if the map and the grid is loaded at the corpse's location
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// ignore bones creating option in case insignia
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if (map && (insignia ||
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(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
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!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
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{
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// Create bones, don't change Corpse
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bones = new Corpse;
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bones->Create(corpse->GetGUIDLow());
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for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
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bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
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bones->SetGrid(corpse->GetGrid());
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// bones->m_time = m_time; // don't overwrite time
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// bones->m_inWorld = m_inWorld; // don't overwrite world state
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// bones->m_type = m_type; // don't overwrite type
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bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
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bones->SetPhaseMask(corpse->GetPhaseMask(), false);
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bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
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bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
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for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
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bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
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}
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// add bones in grid store if grid loaded where corpse placed
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map->Add(bones);
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}
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// all references to the corpse should be removed at this point
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delete corpse;
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return bones;
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}
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/// Define the static member of HashMapHolder
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template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
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template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
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/// Global definitions for the hashmap storage
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template class HashMapHolder<Player>;
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template class HashMapHolder<Corpse>;
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/// Define the static member of ObjectAccessor
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std::list<Map*> ObjectAccessor::i_mapList;
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