/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 #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 MANGOS_DLL_DECL VisibleNotifier { bool force; Player &i_player; UpdateData i_data; std::set i_visibleNow; Player::ClientGUIDs vis_guids; explicit VisibleNotifier(Player &player, bool forced) : i_player(player), vis_guids(player.m_clientGUIDs), force(forced) {} explicit VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs), force(player.isNeedNotify(NOTIFY_VISIBILITY_CHANGED)) {} template void Visit(GridRefManager &m); void Visit(CreatureMapType &m); void Visit(PlayerMapType &m) {} void SendToSelf(void); }; struct MANGOS_DLL_DECL Player2PlayerNotifier : public VisibleNotifier { Player2PlayerNotifier(Player &player, bool forced = false) : VisibleNotifier(player, forced) {} template void Visit(GridRefManager &) {} void Visit(PlayerMapType &); void SendToSelf(void); }; struct TRINITY_DLL_DECL PlayerVisibilityNotifier { Player &i_player; UpdateData i_data; Player::ClientGUIDs i_clientGUIDs; std::set i_visibleNow; PlayerVisibilityNotifier(Player &player) : i_player(player),i_clientGUIDs(player.m_clientGUIDs) {} template inline void Visit(GridRefManager &); void Notify(void); }; struct MANGOS_DLL_DECL PlayerRelocationNotifier { Player &i_player; PlayerRelocationNotifier(Player &pl) : i_player(pl) {} template void Visit(GridRefManager &) {} #ifdef WIN32 template<> inline void Visit(CreatureMapType &); #endif }; struct TRINITY_DLL_DECL CreatureRelocationNotifier { Creature &i_creature; CreatureRelocationNotifier(Creature &c) : i_creature(c) {} template void Visit(GridRefManager &) {} #ifdef WIN32 template<> inline void Visit(PlayerMapType &); template<> inline void Visit(CreatureMapType &); #endif }; struct TRINITY_DLL_DECL VisibleChangesNotifier { WorldObject &i_object; explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {} template void Visit(GridRefManager &) {} void Visit(PlayerMapType &); void Visit(CreatureMapType &); void Visit(DynamicObjectMapType &); }; struct MANGOS_DLL_DECL DelayedUnitRelocation { typedef GridReadGuard ReadGuard; Map &i_map; CellLock &i_lock; const float i_radius; DelayedUnitRelocation(CellLock &lock, Map &map, float radius) : i_lock(lock), i_map(map), i_radius(radius) {} template void Visit(GridRefManager &) {} void Visit(CreatureMapType &m) { Notify(m); } void Visit(PlayerMapType &m) { Notify(m); } template void Notify(GridRefManager &); }; struct MANGOS_DLL_DECL ResetNotifier { uint16 reset_mask; ResetNotifier(uint16 notifies) : reset_mask(notifies) {} template void Visit(GridRefManager &m) { /*resetNotify(m);*/} template void resetNotify(GridRefManager &); void Visit(CreatureMapType &m) { resetNotify(m);} void Visit(PlayerMapType &m) { resetNotify(m);} }; struct TRINITY_DLL_DECL GridUpdater { GridType &i_grid; uint32 i_timeDiff; GridUpdater(GridType &grid, uint32 diff) : i_grid(grid), i_timeDiff(diff) {} template void updateObjects(GridRefManager &m) { for (typename GridRefManager::iterator iter = m.begin(); iter != m.end(); ++iter) iter->getSource()->Update(i_timeDiff); } void Visit(PlayerMapType &m) { updateObjects(m); } void Visit(CreatureMapType &m){ updateObjects(m); } void Visit(GameObjectMapType &m) { updateObjects(m); } void Visit(DynamicObjectMapType &m) { updateObjects(m); } void Visit(CorpseMapType &m) { updateObjects(m); } }; struct TRINITY_DLL_DECL MessageDistDeliverer { WorldObject *i_source; WorldPacket *i_message; uint32 i_phaseMask; float i_distSq; uint32 team; MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false) : 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) { } void Visit(PlayerMapType &m); void Visit(CreatureMapType &m); void Visit(DynamicObjectMapType &m); template void Visit(GridRefManager &) {} void SendPacket(Player* plr) { // never send packet to self if(plr == i_source || team && plr->GetTeam() != team) return; plr->GetSession()->SendPacket(i_message); } }; struct TRINITY_DLL_DECL ObjectUpdater { uint32 i_timeDiff; explicit ObjectUpdater(const uint32 &diff) : i_timeDiff(diff) {} template void Visit(GridRefManager &m); void Visit(PlayerMapType &) {} void Visit(CorpseMapType &) {} void Visit(CreatureMapType &); }; template struct TRINITY_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 &m ) { if( i_object == NULL ) { GridRefManager *iter = m.find(i_id); if( iter != m.end() ) { assert( iter->second != NULL ); i_object = iter->second; } } } template void Visit(GridRefManager &) {} }; struct TRINITY_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 inline void Visit(GridRefManager &) {} #ifdef WIN32 template<> inline void Visit(PlayerMapType &); template<> inline void Visit(CreatureMapType &); #endif void VisitHelper(Unit* target); }; // SEARCHERS & LIST SEARCHERS & WORKERS // WorldObject searchers & workers template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL WorldObjectListSearcher { uint32 i_phaseMask; std::list &i_objects; Check& i_check; WorldObjectListSearcher(WorldObject const* searcher, std::list &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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // Gameobject searchers template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // Last accepted by Check GO if any (Check can change requirements at each call) template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL GameObjectListSearcher { uint32 i_phaseMask; std::list &i_objects; Check& i_check; GameObjectListSearcher(WorldObject const* searcher, std::list &objects, Check & check) : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {} void Visit(GameObjectMapType &m); template void Visit(GridRefManager &) {} }; // Unit searchers // First accepted by Check Unit if any template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // Last accepted by Check Unit if any (Check can change requirements at each call) template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // All accepted by Check units if any template struct TRINITY_DLL_DECL UnitListSearcher { uint32 i_phaseMask; std::list &i_objects; Check& i_check; UnitListSearcher(WorldObject const* searcher, std::list &objects, Check & check) : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {} void Visit(PlayerMapType &m); void Visit(CreatureMapType &m); template void Visit(GridRefManager &) {} }; // Creature searchers template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // Last accepted by Check Creature if any (Check can change requirements at each call) template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL CreatureListSearcher { uint32 i_phaseMask; std::list &i_objects; Check& i_check; CreatureListSearcher(WorldObject const* searcher, std::list &objects, Check & check) : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {} void Visit(CreatureMapType &m); template void Visit(GridRefManager &) {} }; template struct MANGOS_DLL_DECL 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 void Visit(GridRefManager &) {} }; // Player searchers template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL PlayerListSearcher { uint32 i_phaseMask; std::list &i_objects; Check& i_check; PlayerListSearcher(WorldObject const* searcher, std::list &objects, Check & check) : i_phaseMask(searcher->GetPhaseMask()), i_objects(objects),i_check(check) {} void Visit(PlayerMapType &m); template void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; template struct TRINITY_DLL_DECL 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 void Visit(GridRefManager &) {} }; // 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 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 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 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; 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 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 i_data_cache; // 0 = default, i => i-1 locale index }; // Prepare using Builder localized packets with caching and send to player template class LocalizedPacketListDo { public: typedef std::vector 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 i_data_cache; // 0 = default, i => i-1 locale index }; #ifndef WIN32 template<> inline void PlayerRelocationNotifier::Visit(CreatureMapType &); template<> inline void CreatureRelocationNotifier::Visit(PlayerMapType &); template<> inline void CreatureRelocationNotifier::Visit(CreatureMapType &); template<> inline void DynamicObjectUpdater::Visit(CreatureMapType &); template<> inline void DynamicObjectUpdater::Visit(PlayerMapType &); #endif } #endif