diff options
Diffstat (limited to 'src/server/game/Grids/GridNotifiers.h')
-rw-r--r-- | src/server/game/Grids/GridNotifiers.h | 1232 |
1 files changed, 1232 insertions, 0 deletions
diff --git a/src/server/game/Grids/GridNotifiers.h b/src/server/game/Grids/GridNotifiers.h new file mode 100644 index 00000000000..b0abf0aae79 --- /dev/null +++ b/src/server/game/Grids/GridNotifiers.h @@ -0,0 +1,1232 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 TRINITY_GRIDNOTIFIERS_H +#define TRINITY_GRIDNOTIFIERS_H + +#include "ObjectGridLoader.h" +#include "UpdateData.h" +#include <iostream> + +#include "Corpse.h" +#include "Object.h" +#include "DynamicObject.h" +#include "GameObject.h" +#include "Player.h" +#include "Unit.h" +#include "CreatureAI.h" + +class Player; +//class Map; + +namespace Trinity +{ + struct VisibleNotifier + { + Player &i_player; + UpdateData i_data; + std::set<Unit*> i_visibleNow; + Player::ClientGUIDs vis_guids; + + VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) {} + template<class T> void Visit(GridRefManager<T> &m); + void SendToSelf(void); + }; + + struct VisibleChangesNotifier + { + WorldObject &i_object; + + explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(PlayerMapType &); + void Visit(CreatureMapType &); + void Visit(DynamicObjectMapType &); + }; + + struct PlayerRelocationNotifier : public VisibleNotifier + { + PlayerRelocationNotifier(Player &pl) : VisibleNotifier(pl) {} + + template<class T> void Visit(GridRefManager<T> &m) { VisibleNotifier::Visit(m); } + void Visit(CreatureMapType &); + void Visit(PlayerMapType &); + }; + + struct CreatureRelocationNotifier + { + Creature &i_creature; + CreatureRelocationNotifier(Creature &c) : i_creature(c) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(CreatureMapType &); + void Visit(PlayerMapType &); + }; + + struct DelayedUnitRelocation + { + Map &i_map; + Cell &cell; + CellPair &p; + const float i_radius; + DelayedUnitRelocation(Cell &c, CellPair &pair, Map &map, float radius) : + cell(c), p(pair), i_map(map), i_radius(radius) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(CreatureMapType &); + void Visit(PlayerMapType &); + }; + + struct AIRelocationNotifier + { + Unit &i_unit; + bool isCreature; + explicit AIRelocationNotifier(Unit &unit) : i_unit(unit), isCreature(unit.GetTypeId() == TYPEID_UNIT) {} + template<class T> void Visit(GridRefManager<T> &) {} + void Visit(CreatureMapType &); + }; + + struct 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 MessageDistDeliverer + { + WorldObject *i_source; + WorldPacket *i_message; + uint32 i_phaseMask; + float i_distSq; + uint32 team; + Player const* skipped_receiver; + MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false, Player const* skipped = NULL) + : i_source(src), i_message(msg), i_distSq(dist * dist), i_phaseMask(src->GetPhaseMask()) + , team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0) + , skipped_receiver(skipped) + { + } + void Visit(PlayerMapType &m); + void Visit(CreatureMapType &m); + void Visit(DynamicObjectMapType &m); + template<class SKIP> void Visit(GridRefManager<SKIP> &) {} + + void SendPacket(Player* plr) + { + // never send packet to self + if (plr == i_source || (team && plr->GetTeam() != team) || skipped_receiver == plr) + return; + + plr->GetSession()->SendPacket(i_message); + } + }; + + struct 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 &); + }; + + // SEARCHERS & LIST SEARCHERS & WORKERS + + // WorldObject searchers & workers + + template<class Check> + struct WorldObjectSearcher + { + uint32 i_phaseMask; + WorldObject* &i_object; + Check &i_check; + + WorldObjectSearcher(WorldObject const* searcher, WorldObject* & result, Check& check) + : i_phaseMask(searcher->GetPhaseMask()), 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 WorldObjectListSearcher + { + uint32 i_phaseMask; + std::list<WorldObject*> &i_objects; + Check& i_check; + + WorldObjectListSearcher(WorldObject const* searcher, std::list<WorldObject*> &objects, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 WorldObjectWorker + { + uint32 i_phaseMask; + Do const& i_do; + + WorldObjectWorker(WorldObject const* searcher, Do const& _do) + : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {} + + void Visit(GameObjectMapType &m) + { + for (GameObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + void Visit(PlayerMapType &m) + { + for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + void Visit(CreatureMapType &m) + { + for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + void Visit(CorpseMapType &m) + { + for (CorpseMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + void Visit(DynamicObjectMapType &m) + { + for (DynamicObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Gameobject searchers + + template<class Check> + struct GameObjectSearcher + { + uint32 i_phaseMask; + GameObject* &i_object; + Check &i_check; + + GameObjectSearcher(WorldObject const* searcher, GameObject* & result, Check& check) + : i_phaseMask(searcher->GetPhaseMask()), 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 GameObjectLastSearcher + { + uint32 i_phaseMask; + GameObject* &i_object; + Check& i_check; + + GameObjectLastSearcher(WorldObject const* searcher, GameObject* & result, Check& check) + : i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {} + + void Visit(GameObjectMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct GameObjectListSearcher + { + uint32 i_phaseMask; + std::list<GameObject*> &i_objects; + Check& i_check; + + GameObjectListSearcher(WorldObject const* searcher, std::list<GameObject*> &objects, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 UnitSearcher + { + uint32 i_phaseMask; + Unit* &i_object; + Check & i_check; + + UnitSearcher(WorldObject const* searcher, Unit* & result, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 UnitLastSearcher + { + uint32 i_phaseMask; + Unit* &i_object; + Check & i_check; + + UnitLastSearcher(WorldObject const* searcher, Unit* & result, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 UnitListSearcher + { + uint32 i_phaseMask; + std::list<Unit*> &i_objects; + Check& i_check; + + UnitListSearcher(WorldObject const* searcher, std::list<Unit*> &objects, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 CreatureSearcher + { + uint32 i_phaseMask; + Creature* &i_object; + Check & i_check; + + CreatureSearcher(WorldObject const* searcher, Creature* & result, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), 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 CreatureLastSearcher + { + uint32 i_phaseMask; + Creature* &i_object; + Check & i_check; + + CreatureLastSearcher(WorldObject const* searcher, Creature* & result, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {} + + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct CreatureListSearcher + { + uint32 i_phaseMask; + std::list<Creature*> &i_objects; + Check& i_check; + + CreatureListSearcher(WorldObject const* searcher, std::list<Creature*> &objects, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {} + + void Visit(CreatureMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Do> + struct CreatureWorker + { + uint32 i_phaseMask; + Do& i_do; + + CreatureWorker(WorldObject const* searcher, Do& _do) + : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {} + + void Visit(CreatureMapType &m) + { + for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // Player searchers + + template<class Check> + struct PlayerSearcher + { + uint32 i_phaseMask; + Player* &i_object; + Check & i_check; + + PlayerSearcher(WorldObject const* searcher, Player* & result, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), i_object(result),i_check(check) {} + + void Visit(PlayerMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Check> + struct PlayerListSearcher + { + uint32 i_phaseMask; + std::list<Player*> &i_objects; + Check& i_check; + + PlayerListSearcher(WorldObject const* searcher, std::list<Player*> &objects, Check & check) + : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {} + + void Visit(PlayerMapType &m); + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Do> + struct PlayerWorker + { + uint32 i_phaseMask; + Do& i_do; + + PlayerWorker(WorldObject const* searcher, Do& _do) + : i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {} + + void Visit(PlayerMapType &m) + { + for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_phaseMask)) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + template<class Do> + struct PlayerDistWorker + { + WorldObject const* i_searcher; + float i_dist; + Do& i_do; + + PlayerDistWorker(WorldObject const* searcher, float _dist, Do& _do) + : i_searcher(searcher), i_dist(_dist), i_do(_do) {} + + void Visit(PlayerMapType &m) + { + for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) + if (itr->getSource()->InSamePhase(i_searcher) && itr->getSource()->IsWithinDist(i_searcher,i_dist)) + i_do(itr->getSource()); + } + + template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {} + }; + + // CHECKS && DO classes + + // WorldObject check classes + class RaiseDeadObjectCheck + { + public: + RaiseDeadObjectCheck(Unit* funit, float range) : i_funit(funit), i_range(range) {} + bool operator()(Creature* u) + { + if (i_funit->GetTypeId() != TYPEID_PLAYER || !((Player*)i_funit)->isHonorOrXPTarget(u) || + u->getDeathState() != CORPSE || u->isDeadByDefault() || u->isInFlight() || + (u->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID-1))) == 0 || + (u->GetDisplayId() != u->GetNativeDisplayId())) + 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 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 NearestHostileUnitCheck + { + public: + explicit NearestHostileUnitCheck(Creature const* creature, float dist = 0) : me(creature) + { + m_range = (dist == 0 ? 9999 : dist); + } + bool operator()(Unit* u) + { + if (!me->IsWithinDistInMap(u, m_range)) + return false; + + if (!me->canAttack(u)) + return false; + + m_range = me->GetDistance(u); // use found unit range as new range limit for next check + return true; + } + + private: + Creature const *me; + float m_range; + NearestHostileUnitCheck(NearestHostileUnitCheck const&); + }; + + class NearestHostileUnitInAttackDistanceCheck + { + public: + explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist = 0) : me(creature) + { + m_range = (dist == 0 ? 9999 : dist); + m_force = (dist == 0 ? false : true); + } + bool operator()(Unit* u) + { + if (!me->IsWithinDistInMap(u, m_range)) + return false; + + if (m_force) + { + if (!me->canAttack(u)) + return false; + } + else + { + if (!me->canStartAttack(u, false)) + return false; + } + + m_range = me->GetDistance(u); // use found unit range as new range limit for next check + return true; + } + float GetLastRange() const { return m_range; } + private: + Creature const *me; + 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 |