/*
* 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);
}