server/src/game/GridNotifiers.h
VladimirMangos 0847d4c8cd [10683] Revert "[10677] Send to creature/etc Update call real diff from last update and use it."
This reverts commit 10784a8c7cc81c468b5411e973d36ecf31de9603.

Main reason: impossibility for me as commiter test problem and fix all corner cases problems.
2010-11-05 19:54:31 +03:00

1178 lines
41 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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 "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 MaNGOS
{
struct MANGOS_DLL_DECL VisibleNotifier
{
Camera& i_camera;
UpdateData i_data;
ObjectGuidSet i_clientGUIDs;
std::set<WorldObject*> i_visibleNow;
explicit VisibleNotifier(Camera &c) : i_camera(c), i_clientGUIDs(c.GetOwner()->m_clientGUIDs) {}
template<class T> void Visit(GridRefManager<T> &m);
void Visit(CameraMapType &m) {}
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(CameraMapType &);
};
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(CameraMapType &m);
template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};
struct MessageDelivererExcept
{
uint32 i_phaseMask;
WorldPacket* i_message;
Player const* i_skipped_receiver;
MessageDelivererExcept(WorldObject const* obj, WorldPacket *msg, Player const* skipped)
: i_phaseMask(obj->GetPhaseMask()), i_message(msg), i_skipped_receiver(skipped) {}
void Visit(CameraMapType &m);
template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};
struct MANGOS_DLL_DECL ObjectMessageDeliverer
{
uint32 i_phaseMask;
WorldPacket *i_message;
explicit ObjectMessageDeliverer(WorldObject& obj, WorldPacket *msg)
: i_phaseMask(obj.GetPhaseMask()), i_message(msg) {}
void Visit(CameraMapType &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, float dist, bool to_self, bool ownTeamOnly)
: i_player(pl), i_message(msg), i_toSelf(to_self), i_ownTeamOnly(ownTeamOnly), i_dist(dist) {}
void Visit(CameraMapType &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(CameraMapType &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(CameraMapType &) {}
void Visit(CreatureMapType &);
};
struct MANGOS_DLL_DECL PlayerRelocationNotifier
{
Player &i_player;
PlayerRelocationNotifier(Player &pl) : i_player(pl) {}
template<class T> void Visit(GridRefManager<T> &) {}
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
/* Model Searcher class:
template<class Check>
struct MANGOS_DLL_DECL SomeSearcher
{
ResultType& i_result;
Check & i_check;
SomeSearcher(ResultType& result, Check & check)
: i_phaseMask(check.GetFocusObject().GetPhaseMask()), i_result(result), i_check(check) {}
void Visit(CreatureMapType &m);
{
..some code fast return if result found
for(CreatureMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
{
if (!itr->getSource()->InSamePhase(i_phaseMask))
continue;
if (!i_check(itr->getSource()))
continue;
..some code for update result and possible stop search
}
}
template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
*/
// WorldObject searchers & workers
template<class Check>
struct MANGOS_DLL_DECL WorldObjectSearcher
{
uint32 i_phaseMask;
WorldObject* &i_object;
Check &i_check;
WorldObjectSearcher(WorldObject* & result, Check& check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL WorldObjectListSearcher
{
uint32 i_phaseMask;
std::list<WorldObject*> &i_objects;
Check& i_check;
WorldObjectListSearcher(std::list<WorldObject*> &objects, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_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<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
// Gameobject searchers
template<class Check>
struct MANGOS_DLL_DECL GameObjectSearcher
{
uint32 i_phaseMask;
GameObject* &i_object;
Check &i_check;
GameObjectSearcher(GameObject* & result, Check& check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL GameObjectLastSearcher
{
uint32 i_phaseMask;
GameObject* &i_object;
Check& i_check;
GameObjectLastSearcher(GameObject* & result, Check& check)
: i_phaseMask(check.GetFocusObject().GetPhaseMask()), 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
{
uint32 i_phaseMask;
std::list<GameObject*> &i_objects;
Check& i_check;
GameObjectListSearcher(std::list<GameObject*> &objects, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL UnitSearcher
{
uint32 i_phaseMask;
Unit* &i_object;
Check & i_check;
UnitSearcher(Unit* & result, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL UnitLastSearcher
{
uint32 i_phaseMask;
Unit* &i_object;
Check & i_check;
UnitLastSearcher(Unit* & result, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL UnitListSearcher
{
uint32 i_phaseMask;
std::list<Unit*> &i_objects;
Check& i_check;
UnitListSearcher(std::list<Unit*> &objects, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL CreatureSearcher
{
uint32 i_phaseMask;
Creature* &i_object;
Check & i_check;
CreatureSearcher(Creature* & result, Check & check)
: i_phaseMask(check.GetFocusObject().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 MANGOS_DLL_DECL CreatureLastSearcher
{
uint32 i_phaseMask;
Creature* &i_object;
Check & i_check;
CreatureLastSearcher(Creature* & result, Check & check)
: i_phaseMask(check.GetFocusObject().GetPhaseMask()), 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
{
uint32 i_phaseMask;
std::list<Creature*> &i_objects;
Check& i_check;
CreatureListSearcher(std::list<Creature*> &objects, Check & check)
: i_phaseMask(check.GetFocusObject().GetPhaseMask()), i_objects(objects),i_check(check) {}
void Visit(CreatureMapType &m);
template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
template<class Do>
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<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
// Player searchers
template<class Check>
struct MANGOS_DLL_DECL PlayerSearcher
{
uint32 i_phaseMask;
Player* &i_object;
Check & i_check;
PlayerSearcher(Player* & result, Check & check)
: i_phaseMask(check.GetFocusObject().GetPhaseMask()), 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
{
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 MANGOS_DLL_DECL CameraDistWorker
{
WorldObject const* i_searcher;
float i_dist;
Do& i_do;
CameraDistWorker(WorldObject const* searcher, float _dist, Do& _do)
: i_searcher(searcher), i_dist(_dist), i_do(_do) {}
void Visit(CameraMapType &m)
{
for(CameraMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
if (itr->getSource()->GetBody()->InSamePhase(i_searcher) && itr->getSource()->GetBody()->IsWithinDist(i_searcher,i_dist))
i_do(itr->getSource()->GetOwner());
}
template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
// CHECKS && DO classes
/* Model Check class:
class SomeCheck
{
public:
SomeCheck(SomeObjecType const* fobj, ..some other args) : i_fobj(fobj), ...other inits {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Creature* u) and for other intresting typs (Player/GameObject/Camera
{
return ..(code return true if Object fit to requirenment);
}
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
private:
SomeObjecType const* i_fobj; // Focus object used for check distance from, phase, so place in world
..other values need for check
};
*/
// WorldObject check classes
class RaiseDeadObjectCheck
{
public:
RaiseDeadObjectCheck(Player const* fobj, float range) : i_fobj(fobj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Creature* u)
{
if (i_fobj->isHonorOrXPTarget(u) ||
u->getDeathState() != CORPSE || u->IsDeadByDefault() || u->IsTaxiFlying() ||
( u->GetCreatureTypeMask() & (1 << (CREATURE_TYPE_HUMANOID-1)) )==0 ||
(u->GetDisplayId() != u->GetNativeDisplayId()))
return false;
return i_fobj->IsWithinDistInMap(u, i_range);
}
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
private:
Player const* i_fobj;
float i_range;
};
class ExplodeCorpseObjectCheck
{
public:
ExplodeCorpseObjectCheck(WorldObject const* fobj, float range) : i_fobj(fobj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Player* u)
{
if (u->getDeathState()!=CORPSE || u->IsTaxiFlying() ||
u->HasAuraType(SPELL_AURA_GHOST) || (u->GetDisplayId() != u->GetNativeDisplayId()))
return false;
return i_fobj->IsWithinDistInMap(u, i_range);
}
bool operator()(Creature* u)
{
if (u->getDeathState()!=CORPSE || u->IsTaxiFlying() || u->IsDeadByDefault() ||
(u->GetDisplayId() != u->GetNativeDisplayId()) ||
(u->GetCreatureTypeMask() & CREATURE_TYPEMASK_MECHANICAL_OR_ELEMENTAL)!=0)
return false;
return i_fobj->IsWithinDistInMap(u, i_range);
}
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
private:
WorldObject const* i_fobj;
float i_range;
};
class CannibalizeObjectCheck
{
public:
CannibalizeObjectCheck(WorldObject const* fobj, float range) : i_fobj(fobj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Player* u)
{
if( i_fobj->IsFriendlyTo(u) || u->isAlive() || u->IsTaxiFlying() )
return false;
return i_fobj->IsWithinDistInMap(u, i_range);
}
bool operator()(Corpse* u);
bool operator()(Creature* u)
{
if (i_fobj->IsFriendlyTo(u) || u->isAlive() || u->IsTaxiFlying() ||
(u->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD)==0)
return false;
return i_fobj->IsWithinDistInMap(u, i_range);
}
template<class NOT_INTERESTED> bool operator()(NOT_INTERESTED*) { return false; }
private:
WorldObject const* i_fobj;
float i_range;
};
// WorldObject do classes
class RespawnDo
{
public:
RespawnDo() {}
void operator()(Creature* u) const;
void operator()(GameObject* u) const;
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) {}
WorldObject const& GetFocusObject() const { return *i_unit; }
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 = (float)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 NearestGameObjectFishingHoleCheck
{
public:
NearestGameObjectFishingHoleCheck(WorldObject const& obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return i_obj; }
bool operator()(GameObject* go)
{
if(go->GetGOInfo()->type == GAMEOBJECT_TYPE_FISHINGHOLE && go->isSpawned() && i_obj.IsWithinDistInMap(go, i_range) && i_obj.IsWithinDistInMap(go, (float)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
NearestGameObjectFishingHoleCheck(NearestGameObjectFishingHoleCheck 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) {}
WorldObject const& GetFocusObject() const { return i_obj; }
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) {}
WorldObject const& GetFocusObject() const { return i_obj; }
bool operator()(GameObject const* go) const
{
return go->GetDBTableGUIDLow() == i_db_guid;
}
private:
WorldObject const& i_obj;
uint32 i_db_guid;
};
// Unit checks
class MostHPMissingInRangeCheck
{
public:
MostHPMissingInRangeCheck(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
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 FriendlyCCedInRangeCheck
{
public:
FriendlyCCedInRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(Unit* u)
{
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
(u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
{
return true;
}
return false;
}
private:
WorldObject const* i_obj;
float i_range;
};
class FriendlyMissingBuffInRangeCheck
{
public:
FriendlyMissingBuffInRangeCheck(WorldObject const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range), i_spell(spellid) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(Unit* u)
{
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
!(u->HasAura(i_spell, EFFECT_INDEX_0) || u->HasAura(i_spell, EFFECT_INDEX_1) || u->HasAura(i_spell, EFFECT_INDEX_2)))
{
return true;
}
return false;
}
private:
WorldObject 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) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
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 AnyUnfriendlyVisibleUnitInObjectRangeCheck
{
public:
AnyUnfriendlyVisibleUnitInObjectRangeCheck(WorldObject const* obj, Unit const* funit, float range)
: i_obj(obj), i_funit(funit), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(Unit* u)
{
return u->isAlive()
&& i_obj->IsWithinDistInMap(u, i_range)
&& !i_funit->IsFriendlyTo(u)
&& u->isVisibleForOrDetect(i_funit,i_funit,false);
}
private:
WorldObject const* i_obj;
Unit const* i_funit;
float i_range;
};
class AnyFriendlyUnitInObjectRangeCheck
{
public:
AnyFriendlyUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(Unit* u)
{
if(u->isAlive() && i_obj->IsWithinDistInMap(u, i_range) && i_obj->IsFriendlyTo(u))
return true;
else
return false;
}
private:
WorldObject const* i_obj;
float i_range;
};
class AnyUnitInObjectRangeCheck
{
public:
AnyUnitInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
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) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool operator()(Unit* u)
{
if( u->isTargetableForAttack() && i_obj->IsWithinDistInMap(u, i_range) &&
!i_funit->IsFriendlyTo(u) && u->isVisibleForOrDetect(i_funit,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 AnyAoEVisibleTargetUnitInObjectRangeCheck
{
public:
AnyAoEVisibleTargetUnitInObjectRangeCheck(WorldObject const* obj, WorldObject const* originalCaster, float range)
: i_obj(obj), i_originalCaster(originalCaster), i_range(range)
{
i_targetForUnit = i_originalCaster->isType(TYPEMASK_UNIT);
i_targetForPlayer = (i_originalCaster->GetTypeId() == TYPEID_PLAYER);
}
WorldObject const& GetFocusObject() const { return *i_obj; }
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;
// ignore totems as AoE targets
if(u->GetTypeId()==TYPEID_UNIT && ((Creature*)u)->IsTotem())
return false;
// check visibility only for unit-like original casters
if (i_targetForUnit && !u->isVisibleForOrDetect((Unit const*)i_originalCaster, i_originalCaster, false))
return false;
if ((i_targetForPlayer ? !i_originalCaster->IsFriendlyTo(u) : i_originalCaster->IsHostileTo(u)) && i_obj->IsWithinDistInMap(u, i_range))
return true;
return false;
}
private:
bool i_targetForUnit;
bool i_targetForPlayer;
WorldObject const* i_obj;
WorldObject const* i_originalCaster;
float i_range;
};
class AnyAoETargetUnitInObjectRangeCheck
{
public:
AnyAoETargetUnitInObjectRangeCheck(WorldObject const* obj, float range)
: i_obj(obj), i_range(range)
{
i_targetForPlayer = i_obj->IsControlledByPlayer();
}
WorldObject const& GetFocusObject() const { return *i_obj; }
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_obj->IsFriendlyTo(u) : i_obj->IsHostileTo(u) )&& i_obj->IsWithinDistInMap(u, i_range))
return true;
return false;
}
private:
bool i_targetForPlayer;
WorldObject const* i_obj;
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 (!i_funit->IsWithinDistInMap(u, i_range))
return;
// only if see assisted creature
if (!i_funit->IsWithinLOSInMap(u))
return;
if (u->AI())
u->AI()->AttackStart(i_enemy);
}
private:
Unit* const i_funit;
Unit* const i_enemy;
float i_range;
};
class AnyDeadUnitCheck
{
public:
explicit AnyDeadUnitCheck(WorldObject const* fobj) : i_fobj(fobj) {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Unit* u) { return !u->isAlive(); }
private:
WorldObject const* i_fobj;
};
class AnyStealthedCheck
{
public:
explicit AnyStealthedCheck(WorldObject const* fobj) : i_fobj(fobj) {}
WorldObject const& GetFocusObject() const { return *i_fobj; }
bool operator()(Unit* u) { return u->GetVisibility()==VISIBILITY_GROUP_STEALTH; }
private:
WorldObject const* i_fobj;
};
// Creature checks
class InAttackDistanceFromAnyHostileCreatureCheck
{
public:
explicit InAttackDistanceFromAnyHostileCreatureCheck(Unit* funit) : i_funit(funit) {}
WorldObject const& GetFocusObject() const { return *i_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)
{
}
WorldObject const& GetFocusObject() const { return *i_funit; }
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) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
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) {}
WorldObject const& GetFocusObject() const { return i_obj; }
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) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
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;
};
// 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
};
#ifndef WIN32
template<> void PlayerRelocationNotifier::Visit<Creature>(CreatureMapType &);
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