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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Using TC structure allowing easier patches importing
This commit is contained in:
530
src/server/game/Globals/ObjectAccessor.cpp
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530
src/server/game/Globals/ObjectAccessor.cpp
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@@ -0,0 +1,530 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "ObjectAccessor.h"
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#include "CellImpl.h"
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#include "Corpse.h"
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#include "Creature.h"
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#include "DynamicObject.h"
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#include "GameObject.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Item.h"
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#include "Map.h"
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#include "MapInstanced.h"
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#include "MapManager.h"
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#include "ObjectDefines.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "Pet.h"
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#include "Player.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include <cmath>
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ObjectAccessor::ObjectAccessor()
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{
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}
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ObjectAccessor::~ObjectAccessor()
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{
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}
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Player* ObjectAccessor::GetObjectInWorld(uint64 guid, Player* /*typeSpecifier*/)
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{
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Player* player = HashMapHolder<Player>::Find(guid);
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return player && player->IsInWorld() ? player : NULL;
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}
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WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
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{
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switch (GUID_HIPART(guid))
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{
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case HIGHGUID_PLAYER: return GetPlayer(p, guid);
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case HIGHGUID_TRANSPORT:
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case HIGHGUID_MO_TRANSPORT:
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case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid);
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case HIGHGUID_VEHICLE:
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case HIGHGUID_UNIT: return GetCreature(p, guid);
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case HIGHGUID_PET: return GetPet(p, guid);
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case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid);
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case HIGHGUID_CORPSE: return GetCorpse(p, guid);
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default: return NULL;
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}
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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 GetPlayer(p, guid);
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break;
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case HIGHGUID_TRANSPORT:
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case HIGHGUID_MO_TRANSPORT:
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case HIGHGUID_GAMEOBJECT:
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if (typemask & TYPEMASK_GAMEOBJECT)
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return GetGameObject(p, guid);
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break;
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case HIGHGUID_UNIT:
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case HIGHGUID_VEHICLE:
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if (typemask & TYPEMASK_UNIT)
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return GetCreature(p, 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 GetPet(p, 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 GetDynamicObject(p, guid);
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break;
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case HIGHGUID_CORPSE:
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break;
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}
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return NULL;
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}
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Corpse* ObjectAccessor::GetCorpse(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Corpse*)NULL);
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}
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GameObject* ObjectAccessor::GetGameObject(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (GameObject*)NULL);
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}
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Transport* ObjectAccessor::GetTransport(WorldObject const& u, uint64 guid)
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{
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if (GUID_HIPART(guid) != HIGHGUID_MO_TRANSPORT && GUID_HIPART(guid) != HIGHGUID_TRANSPORT)
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return NULL;
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GameObject* go = GetGameObject(u, guid);
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return go ? go->ToTransport() : NULL;
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}
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DynamicObject* ObjectAccessor::GetDynamicObject(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (DynamicObject*)NULL);
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}
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Unit* ObjectAccessor::GetUnit(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Unit*)NULL);
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}
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Creature* ObjectAccessor::GetCreature(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Creature*)NULL);
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}
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Pet* ObjectAccessor::GetPet(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Pet*)NULL);
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}
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Player* ObjectAccessor::GetPlayer(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Player*)NULL);
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}
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Creature* ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const& u, uint64 guid)
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{
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if (IS_PET_GUID(guid))
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return GetPet(u, guid);
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if (IS_CRE_OR_VEH_GUID(guid))
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return GetCreature(u, guid);
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return NULL;
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}
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Pet* ObjectAccessor::FindPet(uint64 guid)
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{
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return GetObjectInWorld(guid, (Pet*)NULL);
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}
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Player* 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* ObjectAccessor::FindPlayerInOrOutOfWorld(uint64 guid)
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{
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return GetObjectInOrOutOfWorld(guid, (Player*)NULL);
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}
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Unit* ObjectAccessor::FindUnit(uint64 guid)
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{
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return GetObjectInWorld(guid, (Unit*)NULL);
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}
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Player* ObjectAccessor::FindPlayerByName(std::string const& name, bool checkInWorld)
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{
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/*TRINITY_READ_GUARD(HashMapHolder<Player>::LockType, *HashMapHolder<Player>::GetLock());
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std::string nameStr = name;
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std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower);
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HashMapHolder<Player>::MapType const& m = GetPlayers();
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for (HashMapHolder<Player>::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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if (!iter->second->IsInWorld())
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continue;
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std::string currentName = iter->second->GetName();
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std::transform(currentName.begin(), currentName.end(), currentName.begin(), ::tolower);
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if (nameStr.compare(currentName) == 0)
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return iter->second;
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}*/
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// pussywizard: optimization
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std::string nameStr = name;
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std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower);
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std::map<std::string, Player*>::iterator itr = playerNameToPlayerPointer.find(nameStr);
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if (itr != playerNameToPlayerPointer.end())
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if (!checkInWorld || itr->second->IsInWorld())
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return itr->second;
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return NULL;
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}
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void ObjectAccessor::SaveAllPlayers()
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{
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TRINITY_READ_GUARD(HashMapHolder<Player>::LockType, *HashMapHolder<Player>::GetLock());
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HashMapHolder<Player>::MapType const& m = GetPlayers();
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for (HashMapHolder<Player>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
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itr->second->SaveToDB(false, false);
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}
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Corpse* ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
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{
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TRINITY_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
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if (iter == i_player2corpse.end())
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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 ObjectAccessor::RemoveCorpse(Corpse* corpse, bool final)
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{
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ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
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if (!final)
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{
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TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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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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i_player2corpse.erase(iter);
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AddDelayedCorpseAction(corpse, 0);
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return;
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}
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//TODO: more works need to be done for corpse and other world object
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if (Map* map = corpse->FindMap())
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{
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// xinef: ok, should be called in both cases
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corpse->DestroyForNearbyPlayers();
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if (corpse->IsInGrid())
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map->RemoveFromMap(corpse, false);
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else
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{
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corpse->RemoveFromWorld();
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corpse->ResetMap();
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}
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}
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else
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corpse->RemoveFromWorld();
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// Critical section
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{
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TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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// build mapid*cellid -> guid_set map
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CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
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sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()));
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}
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delete corpse; // pussywizard: as it is delayed now, delete is moved here (previously in ConvertCorpseForPlayer)
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}
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void ObjectAccessor::AddCorpse(Corpse* corpse)
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{
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ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
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// Critical section
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{
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TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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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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CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
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sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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}
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}
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void ObjectAccessor::AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map)
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{
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TRINITY_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
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{
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// We need this check otherwise a corpose may be added to a grid twice
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if (iter->second->IsInGrid())
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continue;
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if (iter->second->GetGridCoord() == 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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grid.AddWorldObject(iter->second);
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}
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else
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grid.AddWorldObject(iter->second);
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}
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}
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}
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Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia /*=false*/)
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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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return NULL;
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}
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outStaticDebug("Deleting Corpse and spawned bones.");
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#endif
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// Map can be NULL
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Map* map = corpse->FindMap();
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bool inWorld = corpse->IsInWorld();
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// remove corpse from player_guid -> corpse map and from current map
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RemoveCorpse(corpse);
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// remove corpse from DB
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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corpse->DeleteFromDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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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 && corpse->IsPositionValid() && inWorld && (insignia ||
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(map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(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(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), map);
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for (uint8 i = OBJECT_FIELD_TYPE + 1; 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->SetGridCoord(corpse->GetGridCoord());
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// bones->m_time = m_time; // don't overwrite time
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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 (uint8 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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if (insignia) // pussywizard: in case of insignia we need bones right now, map is the same so not a problem
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map->AddToMap(bones);
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else
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{
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bones->ResetMap();
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sObjectAccessor->AddDelayedCorpseAction(bones, 1, map->GetId(), map->GetInstanceId());
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}
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// pussywizard: for deleting bones
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TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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i_playerBones.push_back(bones->GetGUID());
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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; // pussywizard: deleting corpse is delayed (crashfix)
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return bones;
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}
|
||||
|
||||
void ObjectAccessor::RemoveOldCorpses()
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||||
{
|
||||
time_t now = time(NULL);
|
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Player2CorpsesMapType::iterator next;
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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);
|
||||
}
|
||||
|
||||
// pussywizard: for deleting bones
|
||||
std::list<uint64>::iterator next2;
|
||||
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
|
||||
for (std::list<uint64>::iterator itr = i_playerBones.begin(); itr != i_playerBones.end(); itr = next2)
|
||||
{
|
||||
next2 = itr;
|
||||
++next2;
|
||||
|
||||
Corpse* c = GetObjectInWorld((*itr), (Corpse*)NULL);
|
||||
if (c)
|
||||
{
|
||||
if (!c->IsExpired(now))
|
||||
continue;
|
||||
|
||||
if (Map* map = c->FindMap())
|
||||
{
|
||||
if (c->IsInGrid())
|
||||
map->RemoveFromMap(c, false);
|
||||
else
|
||||
{
|
||||
c->DestroyForNearbyPlayers();
|
||||
c->RemoveFromWorld();
|
||||
c->ResetMap();
|
||||
}
|
||||
}
|
||||
else
|
||||
c->RemoveFromWorld();
|
||||
}
|
||||
|
||||
i_playerBones.erase(itr);
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectAccessor::AddDelayedCorpseAction(Corpse* corpse, uint8 action, uint32 mapId, uint32 instanceId)
|
||||
{
|
||||
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
|
||||
i_delayedCorpseActions.push_back(DelayedCorpseAction(corpse, action, mapId, instanceId));
|
||||
}
|
||||
|
||||
void ObjectAccessor::ProcessDelayedCorpseActions()
|
||||
{
|
||||
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
|
||||
for (std::list<DelayedCorpseAction>::iterator itr = i_delayedCorpseActions.begin(); itr != i_delayedCorpseActions.end(); ++itr)
|
||||
{
|
||||
DelayedCorpseAction a = (*itr);
|
||||
switch (a._action)
|
||||
{
|
||||
case 0: // remove corpse
|
||||
RemoveCorpse(a._corpse, true);
|
||||
break;
|
||||
case 1: // add bones
|
||||
if (Map* map = sMapMgr->FindMap(a._mapId, a._instanceId))
|
||||
if (!map->IsRemovalGrid(a._corpse->GetPositionX(), a._corpse->GetPositionY()))
|
||||
{
|
||||
a._corpse->SetMap(map);
|
||||
map->AddToMap(a._corpse);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
i_delayedCorpseActions.clear();
|
||||
}
|
||||
|
||||
void ObjectAccessor::Update(uint32 /*diff*/)
|
||||
{
|
||||
UpdateDataMapType update_players;
|
||||
UpdatePlayerSet player_set;
|
||||
|
||||
while (!i_objects.empty())
|
||||
{
|
||||
Object* obj = *i_objects.begin();
|
||||
ASSERT(obj && obj->IsInWorld());
|
||||
i_objects.erase(i_objects.begin());
|
||||
obj->BuildUpdate(update_players, player_set);
|
||||
}
|
||||
|
||||
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 Map::BuildAndSendUpdateForObjects()
|
||||
{
|
||||
UpdateDataMapType update_players;
|
||||
UpdatePlayerSet player_set;
|
||||
|
||||
while (!i_objectsToUpdate.empty())
|
||||
{
|
||||
Object* obj = *i_objectsToUpdate.begin();
|
||||
ASSERT(obj && obj->IsInWorld());
|
||||
i_objectsToUpdate.erase(i_objectsToUpdate.begin());
|
||||
obj->BuildUpdate(update_players, player_set);
|
||||
}
|
||||
|
||||
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::UnloadAll()
|
||||
{
|
||||
for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
|
||||
{
|
||||
itr->second->RemoveFromWorld();
|
||||
delete itr->second;
|
||||
}
|
||||
}
|
||||
|
||||
std::map<std::string, Player*> ObjectAccessor::playerNameToPlayerPointer;
|
||||
|
||||
|
||||
/// Global definitions 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*/);
|
||||
Reference in New Issue
Block a user