/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "GridNotifiers.h" #include "Map.h" #include "ObjectAccessor.h" #include "Transport.h" #include "UpdateData.h" #include "WorldPacket.h" using namespace Acore; void VisibleNotifier::Visit(GameObjectMapType& m) { for (GameObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { GameObject* go = iter->GetSource(); i_player.UpdateVisibilityOf(go, i_data, i_visibleNow); } } void VisibleNotifier::SendToSelf() { // Update far visible objects ZoneWideVisibleWorldObjectsSet const* zoneWideVisibleObjects = i_player.GetMap()->GetZoneWideVisibleWorldObjectsForZone(i_player.GetZoneId()); if (zoneWideVisibleObjects) { for (WorldObject* obj : *zoneWideVisibleObjects) { switch (obj->GetTypeId()) { case TYPEID_GAMEOBJECT: i_player.UpdateVisibilityOf(obj->ToGameObject(), i_data, i_visibleNow); break; case TYPEID_UNIT: i_player.UpdateVisibilityOf(obj->ToCreature(), i_data, i_visibleNow); break; case TYPEID_DYNAMICOBJECT: i_player.UpdateVisibilityOf(obj->ToDynObject(), i_data, i_visibleNow); break; default: break; } } } VisibleWorldObjectsMap* visibleWorldObjects = i_player.GetObjectVisibilityContainer().GetVisibleWorldObjectsMap(); for (VisibleWorldObjectsMap::iterator itr = visibleWorldObjects->begin(); itr != visibleWorldObjects->end();) { WorldObject* obj = itr->second; if (!i_player.IsWorldObjectOutOfSightRange(obj) || i_player.CanSeeOrDetect(obj, false, true)) { ++itr; continue; } i_data.AddOutOfRangeGUID(obj->GetGUID()); if (Player* objPlayer = obj->ToPlayer()) objPlayer->UpdateVisibilityOf(&i_player); // Clean up references itr = i_player.GetObjectVisibilityContainer().UnlinkVisibilityFromPlayer(obj, itr); } if (!i_data.HasData()) return; WorldPacket packet; i_data.BuildPacket(packet); i_player.SendDirectMessage(&packet); for (std::vector::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it) i_player.GetInitialVisiblePackets(*it); } void VisibleChangesNotifier::Visit(PlayerMapType& m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { if (iter->GetSource() == &i_object) continue; iter->GetSource()->UpdateVisibilityOf(&i_object); if (iter->GetSource()->HasSharedVision()) for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == iter->GetSource()) (*i)->UpdateVisibilityOf(&i_object); } } void VisibleChangesNotifier::Visit(CreatureMapType& m) { for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) if (iter->GetSource()->HasSharedVision()) for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == iter->GetSource()) (*i)->UpdateVisibilityOf(&i_object); } void VisibleChangesNotifier::Visit(DynamicObjectMapType& m) { for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) if (iter->GetSource()->GetCasterGUID().IsPlayer()) if (Unit* caster = iter->GetSource()->GetCaster()) if (Player* player = caster->ToPlayer()) if (player->m_seer == iter->GetSource()) player->UpdateVisibilityOf(&i_object); } inline void CreatureUnitRelocationWorker(Creature* c, Unit* u) { if (!u->IsAlive() || !c->IsAlive() || c == u || u->IsInFlight()) { return; } if (!c->HasUnitState(UNIT_STATE_SIGHTLESS)) { if (c->IsAIEnabled && c->CanSeeOrDetect(u, false, true)) { c->AI()->MoveInLineOfSight_Safe(u); } else if (u->IsPlayer() && u->HasStealthAura() && c->IsAIEnabled && c->CanSeeOrDetect(u, false, true, true)) { c->AI()->TriggerAlert(u); } } } void PlayerRelocationNotifier::Visit(PlayerMapType& m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Player* player = iter->GetSource(); i_player.UpdateVisibilityOf(player, i_data, i_visibleNow); player->UpdateVisibilityOf(&i_player); // this notifier with different Visit(PlayerMapType&) than VisibleNotifier is needed to update visibility of self for other players when we move (eg. stealth detection changes) } } void CreatureRelocationNotifier::Visit(PlayerMapType& m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Player* player = iter->GetSource(); // NOTIFY_VISIBILITY_CHANGED does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important if (!player->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED)) player->UpdateVisibilityOf(&i_creature); // NOTIFY_AI_RELOCATION does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important if (!player->m_seer->isNeedNotify(NOTIFY_AI_RELOCATION) && !i_creature.IsMoveInLineOfSightStrictlyDisabled()) CreatureUnitRelocationWorker(&i_creature, player); } } void AIRelocationNotifier::Visit(CreatureMapType& m) { bool self = isCreature && !((Creature*)(&i_unit))->IsMoveInLineOfSightStrictlyDisabled(); for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Creature* c = iter->GetSource(); // NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION does not guarantee that unit will do it itself (because distance is also checked), but screw it, it's not that important if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION) && !c->IsMoveInLineOfSightStrictlyDisabled()) CreatureUnitRelocationWorker(c, &i_unit); if (self) CreatureUnitRelocationWorker((Creature*)&i_unit, c); } } // Uses visibility map void MessageDistDeliverer::Visit(VisiblePlayersMap const& m) { for (auto const& kvPair : m) { Player const* target = kvPair.second; if (i_distSq != 0.0f && target->m_seer->GetExactDist2dSq(i_source) > i_distSq) continue; // @todo: Might not need this check anymore if (skipped_receiver == target) continue; target->SendDirectMessage(i_message); } } void MessageDistDeliverer::Visit(PlayerMapType& m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Player* target = iter->GetSource(); if (!target->InSamePhase(i_phaseMask)) continue; if (required3dDist) { if (target->GetExactDistSq(i_source) > i_distSq) continue; } else if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet to all who are sharing the player's vision if (target->HasSharedVision()) { SharedVisionList::const_iterator i = target->GetSharedVisionList().begin(); for (; i != target->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == target) SendPacket(*i); } if (target->m_seer == target || target->GetVehicle()) SendPacket(target); } } void MessageDistDeliverer::Visit(CreatureMapType& m) { for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Creature* target = iter->GetSource(); if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask)) continue; if (required3dDist) { if (target->GetExactDistSq(i_source) > i_distSq) continue; } else if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet to all who are sharing the creature's vision SharedVisionList::const_iterator i = target->GetSharedVisionList().begin(); for (; i != target->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == target) SendPacket(*i); } } void MessageDistDeliverer::Visit(DynamicObjectMapType& m) { for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { DynamicObject* target = iter->GetSource(); if (!target->GetCasterGUID().IsPlayer() || !target->InSamePhase(i_phaseMask)) continue; // Xinef: Check whether the dynobject allows to see through it if (!target->IsViewpoint()) continue; if (required3dDist) { if (target->GetExactDistSq(i_source) > i_distSq) continue; } else if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet back to the caster if the caster has vision of dynamic object Player* caster = (Player*)target->GetCaster(); if (caster && caster->m_seer == target) SendPacket(caster); } } void MessageDistDelivererToHostile::Visit(PlayerMapType& m) { for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Player* target = iter->GetSource(); if (!target->InSamePhase(i_phaseMask)) continue; if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet to all who are sharing the player's vision if (target->HasSharedVision()) { SharedVisionList::const_iterator i = target->GetSharedVisionList().begin(); for (; i != target->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == target) SendPacket(*i); } if (target->m_seer == target || target->GetVehicle()) SendPacket(target); } } void MessageDistDelivererToHostile::Visit(CreatureMapType& m) { for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Creature* target = iter->GetSource(); if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask)) continue; if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet to all who are sharing the creature's vision SharedVisionList::const_iterator i = target->GetSharedVisionList().begin(); for (; i != target->GetSharedVisionList().end(); ++i) if ((*i)->m_seer == target) SendPacket(*i); } } void MessageDistDelivererToHostile::Visit(DynamicObjectMapType& m) { for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { DynamicObject* target = iter->GetSource(); if (!target->GetCasterGUID().IsPlayer() || !target->InSamePhase(i_phaseMask)) continue; if (target->GetExactDist2dSq(i_source) > i_distSq) continue; // Send packet back to the caster if the caster has vision of dynamic object Player* caster = (Player*)target->GetCaster(); if (caster && caster->m_seer == target) SendPacket(caster); } } bool AnyDeadUnitObjectInRangeCheck::operator()(Player* u) { return !u->IsAlive() && !u->HasGhostAura() && i_searchObj->IsWithinDistInMap(u, i_range); } bool AnyDeadUnitObjectInRangeCheck::operator()(Corpse* u) { return u->GetType() != CORPSE_BONES && i_searchObj->IsWithinDistInMap(u, i_range); } bool AnyDeadUnitObjectInRangeCheck::operator()(Creature* u) { return !u->IsAlive() && i_searchObj->IsWithinDistInMap(u, i_range); } bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Player* u) { return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u); } bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Corpse* u) { return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u); } bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Creature* u) { return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u); }