/* * Copyright (C) 2008-2012 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #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 VisibleNotifier { Player &i_player; UpdateData i_data; std::set i_visibleNow; Player::ClientGUIDs vis_guids; VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) {} template void Visit(GridRefManager &m); void SendToSelf(void); }; struct 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 PlayerRelocationNotifier : public VisibleNotifier { PlayerRelocationNotifier(Player &player) : VisibleNotifier(player) {} template void Visit(GridRefManager &m) { VisibleNotifier::Visit(m); } void Visit(CreatureMapType &); void Visit(PlayerMapType &); }; struct CreatureRelocationNotifier { Creature &i_creature; CreatureRelocationNotifier(Creature &c) : i_creature(c) {} template void Visit(GridRefManager &) {} void Visit(CreatureMapType &); void Visit(PlayerMapType &); }; struct DelayedUnitRelocation { Map &i_map; Cell &cell; CellCoord &p; const float i_radius; DelayedUnitRelocation(Cell &c, CellCoord &pair, Map &map, float radius) : i_map(map), cell(c), p(pair), i_radius(radius) {} template void Visit(GridRefManager &) {} 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 void Visit(GridRefManager &) {} void Visit(CreatureMapType &); }; struct 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 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_phaseMask(src->GetPhaseMask()), i_distSq(dist * dist) , 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 void Visit(GridRefManager &) {} void SendPacket(Player* player) { // never send packet to self if (player == i_source || (team && player->GetTeam() != team) || skipped_receiver == player) return; if (!player->HaveAtClient(i_source)) return; if (WorldSession* session = player->GetSession()) session->SendPacket(i_message); } }; struct 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 &); }; // SEARCHERS & LIST SEARCHERS & WORKERS // WorldObject searchers & workers template 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 void Visit(GridRefManager &) {} }; template struct 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 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 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 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 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 &) {} }; template struct GameObjectWorker { GameObjectWorker(WorldObject const* searcher, Functor& func) : _func(func), _phaseMask(searcher->GetPhaseMask()) {} void Visit(GameObjectMapType& m) { for (GameObjectMapType::iterator itr = m.begin(); itr != m.end(); ++itr) if (itr->getSource()->InSamePhase(_phaseMask)) _func(itr->getSource()); } template void Visit(GridRefManager &) {} private: Functor& _func; uint32 _phaseMask; }; // Unit searchers // First accepted by Check Unit if any template 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 void Visit(GridRefManager &) {} }; // Last accepted by Check Unit if any (Check can change requirements at each call) template 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 void Visit(GridRefManager &) {} }; // All accepted by Check units if any template struct 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 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 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 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 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 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 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 PlayerLastSearcher { uint32 i_phaseMask; Player* &i_object; Check& i_check; PlayerLastSearcher(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 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 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->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->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 AnyDeadUnitObjectInRangeCheck { public: AnyDeadUnitObjectInRangeCheck(Unit const* searchObj, float range) : i_searchObj(searchObj), i_range(range) {} bool operator()(Player* u); bool operator()(Corpse* u); bool operator()(Creature* u); template bool operator()(NOT_INTERESTED*) { return false; } protected: Unit const* const i_searchObj; float i_range; }; class AnyDeadUnitSpellTargetInRangeCheck : public AnyDeadUnitObjectInRangeCheck { public: AnyDeadUnitSpellTargetInRangeCheck(Unit const* searchObj, float range, SpellInfo const* spellInfo, SpellTargetSelectionCheckTypes check) : AnyDeadUnitObjectInRangeCheck(searchObj, range), i_spellInfo(spellInfo), i_check(check) {} bool operator()(Player* u); bool operator()(Corpse* u); bool operator()(Creature* u); template bool operator()(NOT_INTERESTED*) { return false; } protected: SpellInfo const* i_spellInfo; SpellTargetSelectionCheckTypes i_check; }; // 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 = (float)((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, (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 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_STATE_STUNNED) || u->HasUnitState(UNIT_STATE_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->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) return false; if (u->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem()) return false; if(!u->isTargetableForAttack(false)) 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 AnyUnfriendlyAttackableVisibleUnitInObjectRangeCheck { public: AnyUnfriendlyAttackableVisibleUnitInObjectRangeCheck(Unit const* funit, float range) : i_funit(funit), i_range(range) {} bool operator()(const Unit* u) { return u->isAlive() && i_funit->IsWithinDistInMap(u, i_range) && !i_funit->IsFriendlyTo(u) && i_funit->IsValidAttackTarget(u) && u->GetCreatureType() != CREATURE_TYPE_CRITTER && i_funit->canSeeOrDetect(u); } private: 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) && i_funit->canSeeOrDetect(u)) { 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->GetTypeId() == TYPEID_UNIT && ((Creature*)u)->isTotem()) return false; if (i_funit->IsValidAttackTarget(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->IsValidAttackTarget(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 (!me->canSeeOrDetect(u)) return false; if (m_force) { if (!me->IsValidAttackTarget(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, bool reqAlive = true) : _obj(obj), _range(range), _reqAlive(reqAlive) {} bool operator()(Player* u) { if (_reqAlive && !u->isAlive()) return false; if (!_obj->IsWithinDistInMap(u, _range)) return false; return true; } private: WorldObject const* _obj; float _range; bool _reqAlive; }; class NearestPlayerInObjectRangeCheck { public: NearestPlayerInObjectRangeCheck(WorldObject const* obj, float range) : i_obj(obj), i_range(range) { } bool operator()(Player* u) { if (u->isAlive() && i_obj->IsWithinDistInMap(u, i_range)) { i_range = i_obj->GetDistance(u); return true; } return false; } private: WorldObject const* i_obj; float i_range; NearestPlayerInObjectRangeCheck(NearestPlayerInObjectRangeCheck const&); }; class AllFriendlyCreaturesInGrid { public: AllFriendlyCreaturesInGrid(Unit const* obj) : unit(obj) {} bool operator() (Unit* u) { if (u->isAlive() && u->IsVisible() && u->IsFriendlyTo(unit)) return true; return false; } private: Unit const* unit; }; class AllGameObjectsWithEntryInRange { public: AllGameObjectsWithEntryInRange(const WorldObject* pObject, uint32 uiEntry, float fMaxRange) : m_pObject(pObject), m_uiEntry(uiEntry), m_fRange(fMaxRange) {} bool operator() (GameObject* go) { if (go->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(go, 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* unit) { if (unit->GetEntry() == m_uiEntry && m_pObject->IsWithinDist(unit, 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) : unit(unit), fRange(fMinRange) {} bool operator() (Player* player) { //No threat list check, must be done explicit if expected to be in combat with creature if (!player->isGameMaster() && player->isAlive() && !unit->IsWithinDist(player, fRange, false)) return true; return false; } private: Unit const* unit; float fRange; }; class GameObjectInRangeCheck { public: GameObjectInRangeCheck(float _x, float _y, float _z, float _range, uint32 _entry = 0) : x(_x), y(_y), z(_z), range(_range), entry(_entry) {} bool operator() (GameObject* go) { if (!entry || (go->GetGOInfo() && go->GetGOInfo()->entry == entry)) return go->IsInRange(x, y, z, range); else return false; } private: float x, y, z, range; uint32 entry; }; class AllWorldObjectsInRange { public: AllWorldObjectsInRange(const WorldObject* pObject, float fMaxRange) : m_pObject(pObject), m_fRange(fMaxRange) {} bool operator() (WorldObject* go) { return m_pObject->IsWithinDist(go, m_fRange, false); } private: const WorldObject* m_pObject; float m_fRange; }; class ObjectTypeIdCheck { public: ObjectTypeIdCheck(TypeID typeId, bool equals) : _typeId(typeId), _equals(equals) {} bool operator()(WorldObject* object) { return (object->GetTypeId() == _typeId) == _equals; } private: TypeID _typeId; bool _equals; }; class ObjectGUIDCheck { public: ObjectGUIDCheck(uint64 GUID) : _GUID(GUID) {} bool operator()(WorldObject* object) { return object->GetGUID() == _GUID; } private: uint64 _GUID; }; class UnitAuraCheck { public: UnitAuraCheck(bool present, uint32 spellId, uint64 casterGUID = 0) : _present(present), _spellId(spellId), _casterGUID(casterGUID) {} bool operator()(Unit* unit) { return unit->HasAura(_spellId, _casterGUID) == _present; } private: bool _present; uint32 _spellId; uint64 _casterGUID; }; // 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 }; } #endif