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Diffstat (limited to 'src/game/GridNotifiers.h')
-rw-r--r-- | src/game/GridNotifiers.h | 812 |
1 files changed, 812 insertions, 0 deletions
diff --git a/src/game/GridNotifiers.h b/src/game/GridNotifiers.h new file mode 100644 index 00000000000..215cf9152e6 --- /dev/null +++ b/src/game/GridNotifiers.h @@ -0,0 +1,812 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#ifndef MANGOS_GRIDNOTIFIERS_H +#define MANGOS_GRIDNOTIFIERS_H + +#include "ObjectGridLoader.h" +#include "ByteBuffer.h" +#include "UpdateData.h" +#include <iostream> + +#include "Corpse.h" +#include "Object.h" +#include "DynamicObject.h" +#include "GameObject.h" +#include "Player.h" +#include "Unit.h" + +class Player; +//class Map; + +namespace MaNGOS +{ + + struct MANGOS_DLL_DECL PlayerNotifier + { + explicit PlayerNotifier(Player &pl) : i_player(pl) {} + void Visit(PlayerMapType &); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + Player &i_player; + }; + + struct MANGOS_DLL_DECL VisibleNotifier + { + Player &i_player; + UpdateData i_data; + UpdateDataMapType i_data_updates; + Player::ClientGUIDs i_clientGUIDs; + std::set<WorldObject*> i_visibleNow; + + explicit VisibleNotifier(Player &player) : i_player(player),i_clientGUIDs(player.m_clientGUIDs) {} + template<class T> void Visit(GridRefManager<T> &m); + void Visit(PlayerMapType &); + void Notify(void); + }; + + struct MANGOS_DLL_DECL VisibleChangesNotifier + { + WorldObject &i_object; + + explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(PlayerMapType &); + }; + + struct MANGOS_DLL_DECL GridUpdater + { + GridType &i_grid; + uint32 i_timeDiff; + GridUpdater(GridType &grid, uint32 diff) : i_grid(grid), i_timeDiff(diff) {} + + template<class T> void updateObjects(GridRefManager<T> &m) + { + for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter) + iter->getSource()->Update(i_timeDiff); + } + + void Visit(PlayerMapType &m) { updateObjects<Player>(m); } + void Visit(CreatureMapType &m){ updateObjects<Creature>(m); } + void Visit(GameObjectMapType &m) { updateObjects<GameObject>(m); } + void Visit(DynamicObjectMapType &m) { updateObjects<DynamicObject>(m); } + void Visit(CorpseMapType &m) { updateObjects<Corpse>(m); } + }; + + struct MANGOS_DLL_DECL MessageDeliverer + { + Player &i_player; + WorldPacket *i_message; + bool i_toSelf; + MessageDeliverer(Player &pl, WorldPacket *msg, bool to_self) : i_player(pl), i_message(msg), i_toSelf(to_self) {} + void Visit(PlayerMapType &m); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + }; + + struct MANGOS_DLL_DECL ObjectMessageDeliverer + { + WorldPacket *i_message; + explicit ObjectMessageDeliverer(WorldPacket *msg) : i_message(msg) {} + void Visit(PlayerMapType &m); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + }; + + struct MANGOS_DLL_DECL MessageDistDeliverer + { + Player &i_player; + WorldPacket *i_message; + bool i_toSelf; + bool i_ownTeamOnly; + float i_dist; + MessageDistDeliverer(Player &pl, WorldPacket *msg, bool to_self, bool ownTeamOnly, float dist) : i_player(pl), i_message(msg), i_toSelf(to_self), i_ownTeamOnly(ownTeamOnly), i_dist(dist) {} + void Visit(PlayerMapType &m); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + }; + + struct MANGOS_DLL_DECL ObjectMessageDistDeliverer + { + WorldObject &i_object; + WorldPacket *i_message; + float i_dist; + ObjectMessageDistDeliverer(WorldObject &obj, WorldPacket *msg, float dist) : i_object(obj), i_message(msg), i_dist(dist) {} + void Visit(PlayerMapType &m); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + }; + + struct MANGOS_DLL_DECL ObjectUpdater + { + uint32 i_timeDiff; + explicit ObjectUpdater(const uint32 &diff) : i_timeDiff(diff) {} + template<class T> void Visit(GridRefManager<T> &m); + void Visit(PlayerMapType &) {} + void Visit(CorpseMapType &) {} + void Visit(CreatureMapType &); + }; + + template<class T> + struct MANGOS_DLL_DECL ObjectAccessorNotifier + { + T *& i_object; + + uint64 i_id; + ObjectAccessorNotifier(T * &obj, uint64 id) : i_object(obj), i_id(id) + { + i_object = NULL; + } + + void Visit(GridRefManager<T> &m ) + { + if( i_object == NULL ) + { + GridRefManager<T> *iter = m.find(i_id); + if( iter != m.end() ) + { + assert( iter->second != NULL ); + i_object = iter->second; + } + } + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + struct MANGOS_DLL_DECL PlayerRelocationNotifier + { + Player &i_player; + PlayerRelocationNotifier(Player &pl) : i_player(pl) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(PlayerMapType &); + void Visit(CreatureMapType &); + }; + + struct MANGOS_DLL_DECL CreatureRelocationNotifier + { + Creature &i_creature; + CreatureRelocationNotifier(Creature &c) : i_creature(c) {} + template<class T> void Visit(GridRefManager<T> &) {} + #ifdef WIN32 + template<> void Visit(PlayerMapType &); + #endif + }; + + struct MANGOS_DLL_DECL DynamicObjectUpdater + { + DynamicObject &i_dynobject; + Unit* i_check; + DynamicObjectUpdater(DynamicObject &dynobject, Unit* caster) : i_dynobject(dynobject) + { + i_check = caster; + Unit* owner = i_check->GetOwner(); + if(owner) + i_check = owner; + } + + template<class T> inline void Visit(GridRefManager<T> &) {} + #ifdef WIN32 + template<> inline void Visit<Player>(PlayerMapType &); + template<> inline void Visit<Creature>(CreatureMapType &); + #endif + + void VisitHelper(Unit* target); + }; + + // SEARCHERS & LIST SEARCHERS & WORKERS + + // WorldObject searchers & workers + + template<class Check> + struct MANGOS_DLL_DECL WorldObjectSearcher + { + WorldObject* &i_object; + Check &i_check; + + WorldObjectSearcher(WorldObject* & result, Check& check) : i_object(result),i_check(check) {} + + void Visit(GameObjectMapType &m); + void Visit(PlayerMapType &m); + void Visit(CreatureMapType &m); + void Visit(CorpseMapType &m); + void Visit(DynamicObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct MANGOS_DLL_DECL WorldObjectListSearcher + { + std::list<WorldObject*> &i_objects; + Check& i_check; + + WorldObjectListSearcher(std::list<WorldObject*> &objects, Check & check) : i_objects(objects),i_check(check) {} + + void Visit(PlayerMapType &m); + void Visit(CreatureMapType &m); + void Visit(CorpseMapType &m); + void Visit(GameObjectMapType &m); + void Visit(DynamicObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Do> + struct MANGOS_DLL_DECL WorldObjectWorker + { + Do const& i_do; + + explicit WorldObjectWorker(Do const& _do) : i_do(_do) {} + + void Visit(GameObjectMapType &m) + { + for(GameObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + + void Visit(PlayerMapType &m) + { + for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + void Visit(CreatureMapType &m) + { + for(CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + + void Visit(CorpseMapType &m) + { + for(CorpseMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + + void Visit(DynamicObjectMapType &m) + { + for(DynamicObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Gameobject searchers + + template<class Check> + struct MANGOS_DLL_DECL GameObjectSearcher + { + GameObject* &i_object; + Check &i_check; + + GameObjectSearcher(GameObject* & result, Check& check) : i_object(result),i_check(check) {} + + void Visit(GameObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Last accepted by Check GO if any (Check can change requirements at each call) + template<class Check> + struct MANGOS_DLL_DECL GameObjectLastSearcher + { + GameObject* &i_object; + Check& i_check; + + GameObjectLastSearcher(GameObject* & result, Check& check) : i_object(result),i_check(check) {} + + void Visit(GameObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct MANGOS_DLL_DECL GameObjectListSearcher + { + std::list<GameObject*> &i_objects; + Check& i_check; + + GameObjectListSearcher(std::list<GameObject*> &objects, Check & check) : i_objects(objects),i_check(check) {} + + void Visit(GameObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Unit searchers + + // First accepted by Check Unit if any + template<class Check> + struct MANGOS_DLL_DECL UnitSearcher + { + Unit* &i_object; + Check & i_check; + + UnitSearcher(Unit* & result, Check & check) : i_object(result),i_check(check) {} + + void Visit(CreatureMapType &m); + void Visit(PlayerMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Last accepted by Check Unit if any (Check can change requirements at each call) + template<class Check> + struct MANGOS_DLL_DECL UnitLastSearcher + { + Unit* &i_object; + Check & i_check; + + UnitLastSearcher(Unit* & result, Check & check) : i_object(result),i_check(check) {} + + void Visit(CreatureMapType &m); + void Visit(PlayerMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // All accepted by Check units if any + template<class Check> + struct MANGOS_DLL_DECL UnitListSearcher + { + std::list<Unit*> &i_objects; + Check& i_check; + + UnitListSearcher(std::list<Unit*> &objects, Check & check) : i_objects(objects),i_check(check) {} + + void Visit(PlayerMapType &m); + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Creature searchers + + template<class Check> + struct MANGOS_DLL_DECL CreatureSearcher + { + Creature* &i_object; + Check & i_check; + + CreatureSearcher(Creature* & result, Check & check) : i_object(result),i_check(check) {} + + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Last accepted by Check Creature if any (Check can change requirements at each call) + template<class Check> + struct MANGOS_DLL_DECL CreatureLastSearcher + { + Creature* &i_object; + Check & i_check; + + CreatureLastSearcher(Creature* & result, Check & check) : i_object(result),i_check(check) {} + + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct MANGOS_DLL_DECL CreatureListSearcher + { + std::list<Creature*> &i_objects; + Check& i_check; + + CreatureListSearcher(std::list<Creature*> &objects, Check & check) : i_objects(objects),i_check(check) {} + + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Player searchers + + template<class Check> + struct MANGOS_DLL_DECL PlayerSearcher + { + Player* &i_object; + Check & i_check; + + PlayerSearcher(Player* & result, Check & check) : i_object(result),i_check(check) {} + + void Visit(PlayerMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Do> + struct MANGOS_DLL_DECL PlayerWorker + { + Do& i_do; + + explicit PlayerWorker(Do& _do) : i_do(_do) {} + + void Visit(PlayerMapType &m) + { + for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // CHECKS && DO classes + + // WorldObject check classes + 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; + + if(i_funit->IsWithinDistInMap(u, i_range) ) + return true; + + return false; + } + 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; + + if(i_funit->IsWithinDistInMap(u, i_range) ) + return true; + + return false; + } + template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED* u) { 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; + + 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&); + }; + + // 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 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 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; + }; + + struct AnyDeadUnitCheck + { + bool operator()(Unit* u) { return !u->isAlive(); } + }; + + struct AnyStealthedCheck + { + bool operator()(Unit* u) { return u->GetVisibility()==VISIBILITY_GROUP_STEALTH; } + }; + + // Creature checks + + class InAttackDistanceFromAnyHostileCreatureCheck + { + public: + explicit InAttackDistanceFromAnyHostileCreatureCheck(Unit* funit) : i_funit(funit) {} + bool operator()(Creature* u) + { + if(u->isAlive() && u->IsHostileTo(i_funit) && i_funit->IsWithinDistInMap(u, u->GetAttackDistance(i_funit))) + return true; + + return false; + } + private: + Unit* const i_funit; + }; + + 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; + + // we don't need help from zombies :) + if( !u->isAlive() ) + return false; + + // skip fighting creature + if( u->isInCombat() ) + return false; + + // only from same creature faction + if(u->getFaction() != i_funit->getFaction() ) + return false; + + // only free creature + if( u->GetCharmerOrOwnerGUID() ) + return false; + + // too far + if( !i_funit->IsWithinDistInMap(u, i_range) ) + return false; + + // skip non hostile to caster enemy creatures + if( !u->IsHostileTo(i_enemy) ) + return false; + + // only if see assisted creature + if(!u->IsWithinLOSInMap(i_funit) ) + return false; + + return true; + } + private: + Unit* const i_funit; + Unit* const i_enemy; + float i_range; + }; + + // 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; + }; + + #ifndef WIN32 + template<> void PlayerRelocationNotifier::Visit<Creature>(CreatureMapType &); + template<> void PlayerRelocationNotifier::Visit<Player>(PlayerMapType &); + template<> void CreatureRelocationNotifier::Visit<Player>(PlayerMapType &); + template<> void CreatureRelocationNotifier::Visit<Creature>(CreatureMapType &); + template<> inline void DynamicObjectUpdater::Visit<Creature>(CreatureMapType &); + template<> inline void DynamicObjectUpdater::Visit<Player>(PlayerMapType &); + #endif +} +#endif |