mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-18 13:59:39 -04:00
1367 lines
44 KiB
C++
Executable File
1367 lines
44 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_GRIDNOTIFIERS_H
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#define TRINITY_GRIDNOTIFIERS_H
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#include "ObjectGridLoader.h"
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#include "UpdateData.h"
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#include <iostream>
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#include "Corpse.h"
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#include "Object.h"
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#include "DynamicObject.h"
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#include "GameObject.h"
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#include "Player.h"
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#include "Unit.h"
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#include "CreatureAI.h"
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class Player;
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//class Map;
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namespace Trinity
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{
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struct VisibleNotifier
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{
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Player &i_player;
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UpdateData i_data;
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std::set<Unit*> i_visibleNow;
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Player::ClientGUIDs vis_guids;
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VisibleNotifier(Player &player) : i_player(player), vis_guids(player.m_clientGUIDs) {}
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template<class T> void Visit(GridRefManager<T> &m);
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void SendToSelf(void);
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};
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struct VisibleChangesNotifier
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{
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WorldObject &i_object;
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explicit VisibleChangesNotifier(WorldObject &object) : i_object(object) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(PlayerMapType &);
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void Visit(CreatureMapType &);
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void Visit(DynamicObjectMapType &);
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};
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struct PlayerRelocationNotifier : public VisibleNotifier
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{
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PlayerRelocationNotifier(Player &player) : VisibleNotifier(player) {}
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template<class T> void Visit(GridRefManager<T> &m) { VisibleNotifier::Visit(m); }
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct CreatureRelocationNotifier
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{
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Creature &i_creature;
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CreatureRelocationNotifier(Creature &c) : i_creature(c) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct DelayedUnitRelocation
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{
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Map &i_map;
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Cell &cell;
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CellCoord &p;
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const float i_radius;
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DelayedUnitRelocation(Cell &c, CellCoord &pair, Map &map, float radius) :
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i_map(map), cell(c), p(pair), i_radius(radius) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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void Visit(PlayerMapType &);
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};
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struct AIRelocationNotifier
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{
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Unit &i_unit;
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bool isCreature;
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explicit AIRelocationNotifier(Unit &unit) : i_unit(unit), isCreature(unit.GetTypeId() == TYPEID_UNIT) {}
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template<class T> void Visit(GridRefManager<T> &) {}
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void Visit(CreatureMapType &);
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};
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struct GridUpdater
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{
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GridType &i_grid;
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uint32 i_timeDiff;
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GridUpdater(GridType &grid, uint32 diff) : i_grid(grid), i_timeDiff(diff) {}
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template<class T> void updateObjects(GridRefManager<T> &m)
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{
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for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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iter->getSource()->Update(i_timeDiff);
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}
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void Visit(PlayerMapType &m) { updateObjects<Player>(m); }
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void Visit(CreatureMapType &m){ updateObjects<Creature>(m); }
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void Visit(GameObjectMapType &m) { updateObjects<GameObject>(m); }
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void Visit(DynamicObjectMapType &m) { updateObjects<DynamicObject>(m); }
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void Visit(CorpseMapType &m) { updateObjects<Corpse>(m); }
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};
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struct MessageDistDeliverer
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{
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WorldObject* i_source;
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WorldPacket* i_message;
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uint32 i_phaseMask;
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float i_distSq;
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uint32 team;
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Player const* skipped_receiver;
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MessageDistDeliverer(WorldObject* src, WorldPacket* msg, float dist, bool own_team_only = false, Player const* skipped = NULL)
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: i_source(src), i_message(msg), i_phaseMask(src->GetPhaseMask()), i_distSq(dist * dist)
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, team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0)
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, skipped_receiver(skipped)
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{
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}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
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void SendPacket(Player* player)
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{
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// never send packet to self
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if (player == i_source || (team && player->GetTeam() != team) || skipped_receiver == player)
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return;
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if (!player->HaveAtClient(i_source))
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return;
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if (WorldSession* session = player->GetSession())
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session->SendPacket(i_message);
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}
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};
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struct ObjectUpdater
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{
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uint32 i_timeDiff;
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explicit ObjectUpdater(const uint32 diff) : i_timeDiff(diff) {}
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template<class T> void Visit(GridRefManager<T> &m);
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void Visit(PlayerMapType &) {}
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void Visit(CorpseMapType &) {}
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void Visit(CreatureMapType &);
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};
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// SEARCHERS & LIST SEARCHERS & WORKERS
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// WorldObject searchers & workers
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template<class Check>
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struct WorldObjectSearcher
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{
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uint32 i_phaseMask;
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WorldObject* &i_object;
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Check &i_check;
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WorldObjectSearcher(WorldObject const* searcher, WorldObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType &m);
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct WorldObjectListSearcher
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{
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uint32 i_phaseMask;
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std::list<WorldObject*> &i_objects;
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Check& i_check;
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WorldObjectListSearcher(WorldObject const* searcher, std::list<WorldObject*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &m);
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void Visit(GameObjectMapType &m);
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void Visit(DynamicObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct WorldObjectWorker
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{
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uint32 i_phaseMask;
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Do const& i_do;
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WorldObjectWorker(WorldObject const* searcher, Do const& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(GameObjectMapType &m)
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{
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for (GameObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(CorpseMapType &m)
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{
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for (CorpseMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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void Visit(DynamicObjectMapType &m)
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{
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for (DynamicObjectMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Gameobject searchers
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template<class Check>
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struct GameObjectSearcher
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{
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uint32 i_phaseMask;
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GameObject* &i_object;
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Check &i_check;
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GameObjectSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check GO if any (Check can change requirements at each call)
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template<class Check>
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struct GameObjectLastSearcher
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{
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uint32 i_phaseMask;
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GameObject* &i_object;
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Check& i_check;
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GameObjectLastSearcher(WorldObject const* searcher, GameObject* & result, Check& check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct GameObjectListSearcher
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{
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uint32 i_phaseMask;
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std::list<GameObject*> &i_objects;
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Check& i_check;
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GameObjectListSearcher(WorldObject const* searcher, std::list<GameObject*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(GameObjectMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Functor>
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struct GameObjectWorker
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{
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GameObjectWorker(WorldObject const* searcher, Functor& func)
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: _func(func), _phaseMask(searcher->GetPhaseMask()) {}
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void Visit(GameObjectMapType& m)
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{
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for (GameObjectMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(_phaseMask))
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_func(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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private:
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Functor& _func;
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uint32 _phaseMask;
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};
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// Unit searchers
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// First accepted by Check Unit if any
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template<class Check>
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struct UnitSearcher
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{
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uint32 i_phaseMask;
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Unit* &i_object;
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Check & i_check;
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UnitSearcher(WorldObject const* searcher, Unit* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType &m);
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check Unit if any (Check can change requirements at each call)
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template<class Check>
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struct UnitLastSearcher
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{
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uint32 i_phaseMask;
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Unit* &i_object;
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Check & i_check;
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UnitLastSearcher(WorldObject const* searcher, Unit* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType &m);
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// All accepted by Check units if any
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template<class Check>
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struct UnitListSearcher
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{
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uint32 i_phaseMask;
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std::list<Unit*> &i_objects;
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Check& i_check;
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UnitListSearcher(WorldObject const* searcher, std::list<Unit*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(PlayerMapType &m);
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Creature searchers
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template<class Check>
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struct CreatureSearcher
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{
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uint32 i_phaseMask;
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Creature* &i_object;
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Check & i_check;
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CreatureSearcher(WorldObject const* searcher, Creature* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Last accepted by Check Creature if any (Check can change requirements at each call)
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template<class Check>
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struct CreatureLastSearcher
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{
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uint32 i_phaseMask;
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Creature* &i_object;
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Check & i_check;
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CreatureLastSearcher(WorldObject const* searcher, Creature* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct CreatureListSearcher
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{
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uint32 i_phaseMask;
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std::list<Creature*> &i_objects;
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Check& i_check;
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CreatureListSearcher(WorldObject const* searcher, std::list<Creature*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(CreatureMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct CreatureWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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CreatureWorker(WorldObject const* searcher, Do& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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// Player searchers
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template<class Check>
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struct PlayerSearcher
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{
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uint32 i_phaseMask;
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Player* &i_object;
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Check & i_check;
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PlayerSearcher(WorldObject const* searcher, Player* & result, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check) {}
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct PlayerListSearcher
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{
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uint32 i_phaseMask;
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std::list<Player*> &i_objects;
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Check& i_check;
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PlayerListSearcher(WorldObject const* searcher, std::list<Player*> &objects, Check & check)
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: i_phaseMask(searcher->GetPhaseMask()), i_objects(objects), i_check(check) {}
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void Visit(PlayerMapType &m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Check>
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struct PlayerLastSearcher
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{
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uint32 i_phaseMask;
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Player* &i_object;
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Check& i_check;
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PlayerLastSearcher(WorldObject const* searcher, Player*& result, Check& check) : i_phaseMask(searcher->GetPhaseMask()), i_object(result), i_check(check)
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{
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}
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void Visit(PlayerMapType& m);
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct PlayerWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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PlayerWorker(WorldObject const* searcher, Do& _do)
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: i_phaseMask(searcher->GetPhaseMask()), i_do(_do) {}
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void Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
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if (itr->getSource()->InSamePhase(i_phaseMask))
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i_do(itr->getSource());
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}
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template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
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};
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template<class Do>
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struct PlayerDistWorker
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{
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WorldObject const* i_searcher;
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float i_dist;
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Do& i_do;
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|
|
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<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
|
|
};
|
|
|
|
// 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<class NOT_INTERESTED> 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<class NOT_INTERESTED> 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<class NOT_INTERESTED> 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<class NOT_INTERESTED> 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 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
|
|
};
|
|
}
|
|
#endif
|