mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-18 08:28:32 +01:00
*visibility updates and ai relocations processed simultaneously for each grid *these operations now are not synchronized for different grids *some changes into structure of visibility notifiers --HG-- branch : trunk
1207 lines
40 KiB
C++
1207 lines
40 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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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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#ifndef TRINITY_GRIDNOTIFIERS_H
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#define TRINITY_GRIDNOTIFIERS_H
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#include "ObjectGridLoader.h"
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#include "UpdateData.h"
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#include <iostream>
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#include "Corpse.h"
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#include "Object.h"
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#include "DynamicObject.h"
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#include "GameObject.h"
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#include "Player.h"
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#include "Unit.h"
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#include "CreatureAI.h"
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class Player;
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//class Map;
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namespace Trinity
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{
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struct VisibleNotifier
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{
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Player &i_player;
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UpdateData i_data;
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std::set<Unit*> i_visibleNow;
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Player::ClientGUIDs vis_guids;
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VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) {}
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template<class T> void Visit(GridRefManager<T> &m);
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void SendToSelf(void);
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};
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struct VisibleChangesNotifier
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{
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WorldObject &i_object;
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explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(PlayerMapType &);
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void Visit(CreatureMapType &);
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void Visit(DynamicObjectMapType &);
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};
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struct PlayerRelocationNotifier : public VisibleNotifier
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{
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PlayerRelocationNotifier(Player &pl) : VisibleNotifier(pl) {}
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template<class T> void Visit(GridRefManager<T> &m) { VisibleNotifier::Visit(m); }
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct CreatureRelocationNotifier
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{
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Creature &i_creature;
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CreatureRelocationNotifier(Creature &c) : i_creature(c) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct DelayedUnitRelocation
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{
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Map &i_map;
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Cell &cell;
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CellPair &p;
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const float i_radius;
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DelayedUnitRelocation(Cell &c, CellPair &pair, Map &map, float radius) :
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cell(c), p(pair), i_map(map), i_radius(radius) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct AIRelocationNotifier
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{
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Unit &i_unit;
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bool isCreature;
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explicit AIRelocationNotifier(Unit &unit) : i_unit(unit), isCreature(unit.GetTypeId() == TYPEID_UNIT) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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};
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struct GridUpdater
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{
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GridType &i_grid;
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uint32 i_timeDiff;
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GridUpdater(GridType &grid, uint32 diff) : i_grid(grid), i_timeDiff(diff) {}
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template<class T> void updateObjects(GridRefManager<T> &m)
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{
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for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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iter->getSource()->Update(i_timeDiff);
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}
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void Visit(PlayerMapType &m) { updateObjects<Player>(m); }
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void Visit(CreatureMapType &m){ updateObjects<Creature>(m); }
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void Visit(GameObjectMapType &m) { updateObjects<GameObject>(m); }
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void Visit(DynamicObjectMapType &m) { updateObjects<DynamicObject>(m); }
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void Visit(CorpseMapType &m) { updateObjects<Corpse>(m); }
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};
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struct MessageDistDeliverer
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{
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WorldObject *i_source;
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WorldPacket *i_message;
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uint32 i_phaseMask;
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float i_distSq;
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uint32 team;
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MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false)
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: i_source(src), i_message(msg), i_distSq(dist * dist), i_phaseMask(src->GetPhaseMask())
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, team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0)
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{
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}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
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void SendPacket(Player* plr)
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{
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// never send packet to self
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if(plr == i_source || team && plr->GetTeam() != team)
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return;
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plr->GetSession()->SendPacket(i_message);
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}
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};
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struct ObjectUpdater
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{
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uint32 i_timeDiff;
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explicit ObjectUpdater(const uint32 &diff) : i_timeDiff(diff) {}
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template<class T> void Visit(GridRefManager<T> &m);
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void Visit(PlayerMapType &) {}
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void Visit(CorpseMapType &) {}
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void Visit(CreatureMapType &);
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};
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// SEARCHERS & LIST SEARCHERS & WORKERS
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// WorldObject searchers & workers
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template<class Check>
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struct WorldObjectSearcher
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{
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uint32 i_phaseMask;
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WorldObject* &i_object;
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Check &i_check;
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WorldObjectSearcher(WorldObject const* searcher, WorldObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(GameObjectMapType &m);
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct WorldObjectListSearcher
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{
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uint32 i_phaseMask;
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std::list<WorldObject*> &i_objects;
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Check& i_check;
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WorldObjectListSearcher(WorldObject const* searcher, std::list<WorldObject*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &m);
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void Visit(GameObjectMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct WorldObjectWorker
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{
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uint32 i_phaseMask;
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Do const& i_do;
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WorldObjectWorker(WorldObject const* searcher, Do const& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(GameObjectMapType &m)
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{
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for (GameObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(CorpseMapType &m)
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{
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for (CorpseMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(DynamicObjectMapType &m)
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{
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for (DynamicObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Gameobject searchers
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template<class Check>
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struct GameObjectSearcher
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{
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uint32 i_phaseMask;
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GameObject* &i_object;
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Check &i_check;
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GameObjectSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check GO if any (Check can change requirements at each call)
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template<class Check>
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struct GameObjectLastSearcher
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{
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uint32 i_phaseMask;
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GameObject* &i_object;
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Check& i_check;
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GameObjectLastSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct GameObjectListSearcher
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{
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uint32 i_phaseMask;
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std::list<GameObject*> &i_objects;
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Check& i_check;
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GameObjectListSearcher(WorldObject const* searcher, std::list<GameObject*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Unit searchers
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// First accepted by Check Unit if any
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template<class Check>
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struct UnitSearcher
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{
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uint32 i_phaseMask;
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Unit* &i_object;
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Check & i_check;
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UnitSearcher(WorldObject const* searcher, Unit* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(CreatureMapType &m);
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check Unit if any (Check can change requirements at each call)
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template<class Check>
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struct UnitLastSearcher
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{
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uint32 i_phaseMask;
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Unit* &i_object;
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Check & i_check;
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UnitLastSearcher(WorldObject const* searcher, Unit* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(CreatureMapType &m);
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// All accepted by Check units if any
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template<class Check>
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struct UnitListSearcher
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{
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uint32 i_phaseMask;
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std::list<Unit*> &i_objects;
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Check& i_check;
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UnitListSearcher(WorldObject const* searcher, std::list<Unit*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Creature searchers
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template<class Check>
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struct CreatureSearcher
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{
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uint32 i_phaseMask;
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Creature* &i_object;
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Check & i_check;
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CreatureSearcher(WorldObject const* searcher, Creature* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check Creature if any (Check can change requirements at each call)
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template<class Check>
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struct CreatureLastSearcher
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{
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uint32 i_phaseMask;
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Creature* &i_object;
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Check & i_check;
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CreatureLastSearcher(WorldObject const* searcher, Creature* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct CreatureListSearcher
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{
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uint32 i_phaseMask;
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std::list<Creature*> &i_objects;
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Check& i_check;
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CreatureListSearcher(WorldObject const* searcher, std::list<Creature*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct CreatureWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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CreatureWorker(WorldObject const* searcher, Do& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Player searchers
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template<class Check>
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struct PlayerSearcher
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{
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uint32 i_phaseMask;
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Player* &i_object;
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Check & i_check;
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PlayerSearcher(WorldObject const* searcher, Player* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {}
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct PlayerListSearcher
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{
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uint32 i_phaseMask;
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std::list<Player*> &i_objects;
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Check& i_check;
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PlayerListSearcher(WorldObject const* searcher, std::list<Player*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {}
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct PlayerWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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PlayerWorker(WorldObject const* searcher, Do& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if(itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct PlayerDistWorker
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{
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WorldObject const* i_searcher;
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float i_dist;
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Do& i_do;
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PlayerDistWorker(WorldObject const* searcher, float _dist, Do& _do)
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: i_searcher(searcher), i_dist(_dist), i_do(_do) {}
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void Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_searcher) && itr->getSource()->IsWithinDist(i_searcher,i_dist))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// CHECKS && DO classes
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// WorldObject check classes
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class RaiseDeadObjectCheck
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{
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public:
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RaiseDeadObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
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bool operator()(Creature* u)
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{
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if (i_funit->GetTypeId() != TYPEID_PLAYER || !((Player*)i_funit)->isHonorOrXPTarget(u) ||
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u->getDeathState() != CORPSE || u->isDeadByDefault() || u->isInFlight() ||
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( u->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID-1)) )==0 ||
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(u->GetDisplayId() != u->GetNativeDisplayId()))
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return false;
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return i_funit->IsWithinDistInMap(u, i_range);
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}
|
|
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
|
|
private:
|
|
Unit* const i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class ExplodeCorpseObjectCheck
|
|
{
|
|
public:
|
|
ExplodeCorpseObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
|
|
bool operator()(Player* u)
|
|
{
|
|
if (u->getDeathState()!=CORPSE || u->isInFlight() ||
|
|
u->HasAuraType(SPELL_AURA_GHOST) || (u->GetDisplayId() != u->GetNativeDisplayId()))
|
|
return false;
|
|
|
|
return i_funit->IsWithinDistInMap(u, i_range);
|
|
}
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (u->getDeathState()!=CORPSE || u->isInFlight() || u->isDeadByDefault() ||
|
|
(u->GetDisplayId() != u->GetNativeDisplayId()) ||
|
|
(u->GetCreatureTypeMask() & CREATURE_TYPEMASK_MECHANICAL_OR_ELEMENTAL)!=0)
|
|
return false;
|
|
|
|
return i_funit->IsWithinDistInMap(u, i_range);
|
|
}
|
|
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
|
|
private:
|
|
Unit* const i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class CannibalizeObjectCheck
|
|
{
|
|
public:
|
|
CannibalizeObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {}
|
|
bool operator()(Player* u)
|
|
{
|
|
if( i_funit->IsFriendlyTo(u) || u->isAlive() || u->isInFlight() )
|
|
return false;
|
|
|
|
return i_funit->IsWithinDistInMap(u, i_range);
|
|
}
|
|
bool operator()(Corpse* u);
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (i_funit->IsFriendlyTo(u) || u->isAlive() || u->isInFlight() ||
|
|
(u->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD)==0)
|
|
return false;
|
|
|
|
return i_funit->IsWithinDistInMap(u, i_range);
|
|
}
|
|
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
|
|
private:
|
|
Unit* const i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
// WorldObject do classes
|
|
|
|
class RespawnDo
|
|
{
|
|
public:
|
|
RespawnDo() {}
|
|
void operator()(Creature* u) const { u->Respawn(); }
|
|
void operator()(GameObject* u) const { u->Respawn(); }
|
|
void operator()(WorldObject*) const {}
|
|
void operator()(Corpse*) const {}
|
|
};
|
|
|
|
// GameObject checks
|
|
|
|
class GameObjectFocusCheck
|
|
{
|
|
public:
|
|
GameObjectFocusCheck(Unit const* unit,uint32 focusId) : i_unit(unit), i_focusId(focusId) {}
|
|
bool operator()(GameObject* go) const
|
|
{
|
|
if(go->GetGOInfo()->type != GAMEOBJECT_TYPE_SPELL_FOCUS)
|
|
return false;
|
|
|
|
if(go->GetGOInfo()->spellFocus.focusId != i_focusId)
|
|
return false;
|
|
|
|
float dist = (go->GetGOInfo()->spellFocus.dist)/2;
|
|
|
|
return go->IsWithinDistInMap(i_unit, dist);
|
|
}
|
|
private:
|
|
Unit const* i_unit;
|
|
uint32 i_focusId;
|
|
};
|
|
|
|
// Find the nearest Fishing hole and return true only if source object is in range of hole
|
|
class NearestGameObjectFishingHole
|
|
{
|
|
public:
|
|
NearestGameObjectFishingHole(WorldObject const& obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if(go->GetGOInfo()->type == GAMEOBJECT_TYPE_FISHINGHOLE && go->isSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, go->GetGOInfo()->fishinghole.radius))
|
|
{
|
|
i_range = i_obj.GetDistance(go);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
float GetLastRange() const { return i_range; }
|
|
private:
|
|
WorldObject const& i_obj;
|
|
float i_range;
|
|
|
|
// prevent clone
|
|
NearestGameObjectFishingHole(NearestGameObjectFishingHole const&);
|
|
};
|
|
|
|
class NearestGameObjectCheck
|
|
{
|
|
public:
|
|
NearestGameObjectCheck(WorldObject const& obj) : i_obj(obj), i_range(999) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if(i_obj.IsWithinDistInMap(go, i_range))
|
|
{
|
|
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
float GetLastRange() const { return i_range; }
|
|
private:
|
|
WorldObject const& i_obj;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestGameObjectCheck(NearestGameObjectCheck const&);
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with GameobjectLastSearcher to find nearest GO)
|
|
class NearestGameObjectEntryInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestGameObjectEntryInObjectRangeCheck(WorldObject const& obj,uint32 entry, float range) : i_obj(obj), i_entry(entry), i_range(range) {}
|
|
bool operator()(GameObject* go)
|
|
{
|
|
if(go->GetEntry() == i_entry && i_obj.IsWithinDistInMap(go, i_range))
|
|
{
|
|
i_range = i_obj.GetDistance(go); // use found GO range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
float GetLastRange() const { return i_range; }
|
|
private:
|
|
WorldObject const& i_obj;
|
|
uint32 i_entry;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestGameObjectEntryInObjectRangeCheck(NearestGameObjectEntryInObjectRangeCheck const&);
|
|
};
|
|
|
|
class GameObjectWithDbGUIDCheck
|
|
{
|
|
public:
|
|
GameObjectWithDbGUIDCheck(WorldObject const& obj,uint32 db_guid) : i_obj(obj), i_db_guid(db_guid) {}
|
|
bool operator()(GameObject const* go) const
|
|
{
|
|
return go->GetDBTableGUIDLow() == i_db_guid;
|
|
}
|
|
private:
|
|
WorldObject const& i_obj;
|
|
uint32 i_db_guid;
|
|
};
|
|
|
|
// Unit checks
|
|
|
|
class MostHPMissingInRange
|
|
{
|
|
public:
|
|
MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
|
|
{
|
|
i_hp = u->GetMaxHealth() - u->GetHealth();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
uint32 i_hp;
|
|
};
|
|
|
|
class FriendlyCCedInRange
|
|
{
|
|
public:
|
|
FriendlyCCedInRange(Unit const* obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
(u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNNED) || u->hasUnitState(UNIT_STAT_CONFUSED)))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
};
|
|
|
|
class FriendlyMissingBuffInRange
|
|
{
|
|
public:
|
|
FriendlyMissingBuffInRange(Unit const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range), i_spell(spellid) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
!(u->HasAura(i_spell)))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* i_obj;
|
|
float i_range;
|
|
uint32 i_spell;
|
|
};
|
|
|
|
class AnyUnfriendlyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyUnfriendlyNoTotemUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyNoTotemUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(!u->isAlive())
|
|
return false;
|
|
|
|
if(u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem())
|
|
return false;
|
|
|
|
return i_obj->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u);
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyUnfriendlyVisibleUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnfriendlyVisibleUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
|
|
: i_obj(obj), i_funit(funit), i_range(range) {}
|
|
|
|
bool operator()(Unit* u)
|
|
{
|
|
return u->isAlive()
|
|
&& i_obj->IsWithinDistInMap(u, i_range)
|
|
&& !i_funit->IsFriendlyTo(u)
|
|
&& u->isVisibleForOrDetect(i_funit, false);
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class CreatureWithDbGUIDCheck
|
|
{
|
|
public:
|
|
CreatureWithDbGUIDCheck(WorldObject const* obj, uint32 lowguid) : i_obj(obj), i_lowguid(lowguid) {}
|
|
bool operator()(Creature* u)
|
|
{
|
|
return u->GetDBTableGUIDLow() == i_lowguid;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
uint32 i_lowguid;
|
|
};
|
|
|
|
class AnyFriendlyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyFriendlyUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && i_obj->IsWithinDistInMap(u, i_range) && i_funit->IsFriendlyTo(u))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
class AnyUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if(u->isAlive() && i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
float i_range;
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with UnitLastSearcher to find nearest unit)
|
|
class NearestAttackableUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestAttackableUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range) : i_obj(obj), i_funit(funit), i_range(range) {}
|
|
bool operator()(Unit* u)
|
|
{
|
|
if( u->isTargetableForAttack() && i_obj->IsWithinDistInMap(u, i_range) &&
|
|
!i_funit->IsFriendlyTo(u) && u->isVisibleForOrDetect(i_funit,false) )
|
|
{
|
|
i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestAttackableUnitInObjectRangeCheck(NearestAttackableUnitInObjectRangeCheck const&);
|
|
};
|
|
|
|
class AnyAoETargetUnitInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyAoETargetUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
|
|
: i_obj(obj), i_funit(funit), i_range(range)
|
|
{
|
|
Unit const* check = i_funit;
|
|
Unit const* owner = i_funit->GetOwner();
|
|
if(owner)
|
|
check = owner;
|
|
i_targetForPlayer = ( check->GetTypeId() == TYPEID_PLAYER );
|
|
}
|
|
bool operator()(Unit* u)
|
|
{
|
|
// Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems
|
|
if (!u->isTargetableForAttack())
|
|
return false;
|
|
if(u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem())
|
|
return false;
|
|
|
|
if(( i_targetForPlayer ? !i_funit->IsFriendlyTo(u) : i_funit->IsHostileTo(u) )&& i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
bool i_targetForPlayer;
|
|
WorldObject const* i_obj;
|
|
Unit const* i_funit;
|
|
float i_range;
|
|
};
|
|
|
|
// do attack at call of help to friendly crearture
|
|
class CallOfHelpCreatureInRangeDo
|
|
{
|
|
public:
|
|
CallOfHelpCreatureInRangeDo(Unit* funit, Unit* enemy, float range)
|
|
: i_funit(funit), i_enemy(enemy), i_range(range)
|
|
{}
|
|
void operator()(Creature* u)
|
|
{
|
|
if (u == i_funit)
|
|
return;
|
|
|
|
if (!u->CanAssistTo(i_funit, i_enemy, false))
|
|
return;
|
|
|
|
// too far
|
|
if (!u->IsWithinDistInMap(i_enemy, i_range))
|
|
return;
|
|
|
|
// only if see assisted creature's enemy
|
|
if (!u->IsWithinLOSInMap(i_enemy))
|
|
return;
|
|
|
|
if (u->AI())
|
|
u->AI()->AttackStart(i_enemy);
|
|
}
|
|
private:
|
|
Unit* const i_funit;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
};
|
|
|
|
struct AnyDeadUnitCheck
|
|
{
|
|
bool operator()(Unit* u) { return !u->isAlive(); }
|
|
};
|
|
|
|
struct AnyStealthedCheck
|
|
{
|
|
bool operator()(Unit* u) { return u->GetVisibility()==VISIBILITY_GROUP_STEALTH; }
|
|
};
|
|
|
|
// Creature checks
|
|
|
|
class NearestHostileUnitInAttackDistanceCheck
|
|
{
|
|
public:
|
|
explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist = 0) : m_creature(creature)
|
|
{
|
|
m_range = (dist == 0 ? 9999 : dist);
|
|
m_force = (dist == 0 ? false : true);
|
|
}
|
|
bool operator()(Unit* u)
|
|
{
|
|
// TODO: addthreat for every enemy in range?
|
|
if(!m_creature->IsWithinDistInMap(u, m_range))
|
|
return false;
|
|
|
|
if(m_force)
|
|
{
|
|
if(!m_creature->canAttack(u))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if(!m_creature->canStartAttack(u, false))
|
|
return false;
|
|
}
|
|
|
|
m_range = m_creature->GetDistance(u);
|
|
return true;
|
|
}
|
|
float GetLastRange() const { return m_range; }
|
|
private:
|
|
Creature const *m_creature;
|
|
float m_range;
|
|
bool m_force;
|
|
NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
|
|
};
|
|
|
|
class AnyAssistCreatureInRangeCheck
|
|
{
|
|
public:
|
|
AnyAssistCreatureInRangeCheck(Unit* funit, Unit* enemy, float range)
|
|
: i_funit(funit), i_enemy(enemy), i_range(range)
|
|
{
|
|
}
|
|
bool operator()(Creature* u)
|
|
{
|
|
if(u == i_funit)
|
|
return false;
|
|
|
|
if ( !u->CanAssistTo(i_funit, i_enemy) )
|
|
return false;
|
|
|
|
// too far
|
|
if( !i_funit->IsWithinDistInMap(u, i_range) )
|
|
return false;
|
|
|
|
// only if see assisted creature
|
|
if( !i_funit->IsWithinLOSInMap(u) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
private:
|
|
Unit* const i_funit;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
};
|
|
|
|
class NearestAssistCreatureInCreatureRangeCheck
|
|
{
|
|
public:
|
|
NearestAssistCreatureInCreatureRangeCheck(Creature* obj, Unit* enemy, float range)
|
|
: i_obj(obj), i_enemy(enemy), i_range(range) {}
|
|
|
|
bool operator()(Creature* u)
|
|
{
|
|
if(u == i_obj)
|
|
return false;
|
|
if(!u->CanAssistTo(i_obj,i_enemy))
|
|
return false;
|
|
|
|
if(!i_obj->IsWithinDistInMap(u, i_range))
|
|
return false;
|
|
|
|
if(!i_obj->IsWithinLOSInMap(u))
|
|
return false;
|
|
|
|
i_range = i_obj->GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
float GetLastRange() const { return i_range; }
|
|
private:
|
|
Creature* const i_obj;
|
|
Unit* const i_enemy;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestAssistCreatureInCreatureRangeCheck(NearestAssistCreatureInCreatureRangeCheck const&);
|
|
};
|
|
|
|
// Success at unit in range, range update for next check (this can be use with CreatureLastSearcher to find nearest creature)
|
|
class NearestCreatureEntryWithLiveStateInObjectRangeCheck
|
|
{
|
|
public:
|
|
NearestCreatureEntryWithLiveStateInObjectRangeCheck(WorldObject const& obj, uint32 entry, bool alive, float range)
|
|
: i_obj(obj), i_entry(entry), i_alive(alive), i_range(range) {}
|
|
|
|
bool operator()(Creature* u)
|
|
{
|
|
if (u->GetEntry() == i_entry && u->isAlive() == i_alive && i_obj.IsWithinDistInMap(u, i_range))
|
|
{
|
|
i_range = i_obj.GetDistance(u); // use found unit range as new range limit for next check
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
float GetLastRange() const { return i_range; }
|
|
private:
|
|
WorldObject const& i_obj;
|
|
uint32 i_entry;
|
|
bool i_alive;
|
|
float i_range;
|
|
|
|
// prevent clone this object
|
|
NearestCreatureEntryWithLiveStateInObjectRangeCheck(NearestCreatureEntryWithLiveStateInObjectRangeCheck const&);
|
|
};
|
|
|
|
class AnyPlayerInObjectRangeCheck
|
|
{
|
|
public:
|
|
AnyPlayerInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
|
|
bool operator()(Player* u)
|
|
{
|
|
if(u->isAlive() && i_obj->IsWithinDistInMap(u, i_range))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
WorldObject const* i_obj;
|
|
float i_range;
|
|
};
|
|
|
|
class AllFriendlyCreaturesInGrid
|
|
{
|
|
public:
|
|
AllFriendlyCreaturesInGrid(Unit const* obj) : pUnit(obj) {}
|
|
bool operator() (Unit* u)
|
|
{
|
|
if(u->isAlive() && u->GetVisibility() == VISIBILITY_ON && u->IsFriendlyTo(pUnit))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
Unit const* pUnit;
|
|
};
|
|
|
|
class AllGameObjectsWithEntryInRange
|
|
{
|
|
public:
|
|
AllGameObjectsWithEntryInRange(const WorldObject* pObject, uint32 uiEntry, float fMaxRange) : m_pObject(pObject), m_uiEntry(uiEntry), m_fRange(fMaxRange) {}
|
|
bool operator() (GameObject* pGo)
|
|
{
|
|
if (pGo->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(pGo,m_fRange,false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
private:
|
|
const WorldObject* m_pObject;
|
|
uint32 m_uiEntry;
|
|
float m_fRange;
|
|
};
|
|
|
|
class AllCreaturesOfEntryInRange
|
|
{
|
|
public:
|
|
AllCreaturesOfEntryInRange(const WorldObject* pObject, uint32 uiEntry, float fMaxRange) : m_pObject(pObject), m_uiEntry(uiEntry), m_fRange(fMaxRange) {}
|
|
bool operator() (Unit* pUnit)
|
|
{
|
|
if (pUnit->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(pUnit,m_fRange,false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
const WorldObject* m_pObject;
|
|
uint32 m_uiEntry;
|
|
float m_fRange;
|
|
};
|
|
|
|
class PlayerAtMinimumRangeAway
|
|
{
|
|
public:
|
|
PlayerAtMinimumRangeAway(Unit const* unit, float fMinRange) : pUnit(unit), fRange(fMinRange) {}
|
|
bool operator() (Player* pPlayer)
|
|
{
|
|
//No threat list check, must be done explicit if expected to be in combat with creature
|
|
if (!pPlayer->isGameMaster() && pPlayer->isAlive() && !pUnit->IsWithinDist(pPlayer,fRange,false))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
Unit const* pUnit;
|
|
float fRange;
|
|
};
|
|
|
|
class GameObjectInRangeCheck
|
|
{
|
|
public:
|
|
GameObjectInRangeCheck(float _x, float _y, float _z, float _range) : x(_x), y(_y), z(_z), range(_range) {}
|
|
bool operator() (GameObject* go)
|
|
{
|
|
return go->IsInRange(x, y, z, range);
|
|
}
|
|
private:
|
|
float x, y, z, range;
|
|
};
|
|
|
|
// Player checks and do
|
|
|
|
// Prepare using Builder localized packets with caching and send to player
|
|
template<class Builder>
|
|
class LocalizedPacketDo
|
|
{
|
|
public:
|
|
explicit LocalizedPacketDo(Builder& builder) : i_builder(builder) {}
|
|
|
|
~LocalizedPacketDo()
|
|
{
|
|
for (size_t i = 0; i < i_data_cache.size(); ++i)
|
|
delete i_data_cache[i];
|
|
}
|
|
void operator()( Player* p );
|
|
|
|
private:
|
|
Builder& i_builder;
|
|
std::vector<WorldPacket*> i_data_cache; // 0 = default, i => i-1 locale index
|
|
};
|
|
|
|
// Prepare using Builder localized packets with caching and send to player
|
|
template<class Builder>
|
|
class LocalizedPacketListDo
|
|
{
|
|
public:
|
|
typedef std::vector<WorldPacket*> WorldPacketList;
|
|
explicit LocalizedPacketListDo(Builder& builder) : i_builder(builder) {}
|
|
|
|
~LocalizedPacketListDo()
|
|
{
|
|
for (size_t i = 0; i < i_data_cache.size(); ++i)
|
|
for (size_t j = 0; j < i_data_cache[i].size(); ++j)
|
|
delete i_data_cache[i][j];
|
|
}
|
|
void operator()( Player* p );
|
|
|
|
private:
|
|
Builder& i_builder;
|
|
std::vector<WorldPacketList> i_data_cache;
|
|
// 0 = default, i => i-1 locale index
|
|
};
|
|
}
|
|
#endif
|