Files
TrinityCore2/src/server/game/Grids/Notifiers/GridNotifiers.cpp
T
QAston f09b5a6bea Core/Db/Conditions:
-Drop condition CONDITION_SPELL_SCRIPT_TARGET, use other condition types instead
-Change CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET to CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET:
--allow using this condition for more spell implicit target types (not just ENTRY)
--SourceGroup value for this src type is now effMask and it's now required

Core/Spells: Unify the way implicit targets are handled, fully implement some partially implemented target types, fix some minor bugs found on the way, general improvements and cleanup.
2012-02-21 20:17:45 +01:00

361 lines
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Executable File

/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 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, see <http://www.gnu.org/licenses/>.
*/
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "UpdateData.h"
#include "Item.h"
#include "Map.h"
#include "Transport.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "SpellInfo.h"
using namespace Trinity;
void VisibleNotifier::SendToSelf()
{
// at this moment i_clientGUIDs have guids that not iterate at grid level checks
// but exist one case when this possible and object not out of range: transports
if (Transport* transport = i_player.GetTransport())
for (Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr != transport->GetPassengers().end();++itr)
{
if (vis_guids.find((*itr)->GetGUID()) != vis_guids.end())
{
vis_guids.erase((*itr)->GetGUID());
i_player.UpdateVisibilityOf((*itr), i_data, i_visibleNow);
if (!(*itr)->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
(*itr)->UpdateVisibilityOf(&i_player);
}
}
for (Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end(); ++it)
{
i_player.m_clientGUIDs.erase(*it);
i_data.AddOutOfRangeGUID(*it);
if (IS_PLAYER_GUID(*it))
{
Player* player = ObjectAccessor::FindPlayer(*it);
if (player && player->IsInWorld() && !player->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
player->UpdateVisibilityOf(&i_player);
}
}
if (!i_data.HasData())
return;
WorldPacket packet;
i_data.BuildPacket(&packet);
i_player.GetSession()->SendPacket(&packet);
for (std::set<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
i_player.SendInitialVisiblePackets(*it);
}
void VisibleChangesNotifier::Visit(PlayerMapType &m)
{
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
if (iter->getSource() == &i_object)
continue;
iter->getSource()->UpdateVisibilityOf(&i_object);
if (!iter->getSource()->GetSharedVisionList().empty())
for (SharedVisionList::const_iterator i = iter->getSource()->GetSharedVisionList().begin();
i != iter->getSource()->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == iter->getSource())
(*i)->UpdateVisibilityOf(&i_object);
}
}
void VisibleChangesNotifier::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if (!iter->getSource()->GetSharedVisionList().empty())
for (SharedVisionList::const_iterator i = iter->getSource()->GetSharedVisionList().begin();
i != iter->getSource()->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == iter->getSource())
(*i)->UpdateVisibilityOf(&i_object);
}
void VisibleChangesNotifier::Visit(DynamicObjectMapType &m)
{
for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if (IS_PLAYER_GUID(iter->getSource()->GetCasterGUID()))
if (Player* caster = (Player*)iter->getSource()->GetCaster())
if (caster->m_seer == iter->getSource())
caster->UpdateVisibilityOf(&i_object);
}
inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
{
if (!u->isAlive() || !c->isAlive() || c == u || u->isInFlight())
return;
if (c->HasReactState(REACT_AGGRESSIVE) && !c->HasUnitState(UNIT_STATE_SIGHTLESS))
if (c->IsAIEnabled && c->canSeeOrDetect(u, false, true))
c->AI()->MoveInLineOfSight_Safe(u);
}
void PlayerRelocationNotifier::Visit(PlayerMapType &m)
{
for (PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Player* player = iter->getSource();
vis_guids.erase(player->GetGUID());
i_player.UpdateVisibilityOf(player, i_data, i_visibleNow);
if (player->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
player->UpdateVisibilityOf(&i_player);
}
}
void PlayerRelocationNotifier::Visit(CreatureMapType &m)
{
bool relocated_for_ai = (&i_player == i_player.m_seer);
for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->getSource();
vis_guids.erase(c->GetGUID());
i_player.UpdateVisibilityOf(c, i_data, i_visibleNow);
if (relocated_for_ai && !c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
CreatureUnitRelocationWorker(c, &i_player);
}
}
void CreatureRelocationNotifier::Visit(PlayerMapType &m)
{
for (PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Player* player = iter->getSource();
if (!player->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
player->UpdateVisibilityOf(&i_creature);
CreatureUnitRelocationWorker(&i_creature, player);
}
}
void CreatureRelocationNotifier::Visit(CreatureMapType &m)
{
if (!i_creature.isAlive())
return;
for (CreatureMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->getSource();
CreatureUnitRelocationWorker(&i_creature, c);
if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
CreatureUnitRelocationWorker(c, &i_creature);
}
}
void DelayedUnitRelocation::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* unit = iter->getSource();
if (!unit->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
CreatureRelocationNotifier relocate(*unit);
TypeContainerVisitor<CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
TypeContainerVisitor<CreatureRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
cell.Visit(p, c2world_relocation, i_map, *unit, i_radius);
cell.Visit(p, c2grid_relocation, i_map, *unit, i_radius);
}
}
void DelayedUnitRelocation::Visit(PlayerMapType &m)
{
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Player* player = iter->getSource();
WorldObject const* viewPoint = player->m_seer;
if (!viewPoint->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
continue;
if (player != viewPoint && !viewPoint->IsPositionValid())
continue;
CellCoord pair2(Trinity::ComputeCellCoord(viewPoint->GetPositionX(), viewPoint->GetPositionY()));
Cell cell2(pair2);
//cell.SetNoCreate(); need load cells around viewPoint or player, that's why its commented
PlayerRelocationNotifier relocate(*player);
TypeContainerVisitor<PlayerRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
TypeContainerVisitor<PlayerRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocate);
cell2.Visit(pair2, c2world_relocation, i_map, *viewPoint, i_radius);
cell2.Visit(pair2, c2grid_relocation, i_map, *viewPoint, i_radius);
relocate.SendToSelf();
}
}
void AIRelocationNotifier::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->getSource();
CreatureUnitRelocationWorker(c, &i_unit);
if (isCreature)
CreatureUnitRelocationWorker((Creature*)&i_unit, c);
}
}
void MessageDistDeliverer::Visit(PlayerMapType &m)
{
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Player* target = iter->getSource();
if (!target->InSamePhase(i_phaseMask))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)
continue;
// Send packet to all who are sharing the player's vision
if (!target->GetSharedVisionList().empty())
{
SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
for (; i != target->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == target)
SendPacket(*i);
}
if (target->m_seer == target || target->GetVehicle())
SendPacket(target);
}
}
void MessageDistDeliverer::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* target = iter->getSource();
if (!target->InSamePhase(i_phaseMask))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)
continue;
// Send packet to all who are sharing the creature's vision
if (!target->GetSharedVisionList().empty())
{
SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
for (; i != target->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == target)
SendPacket(*i);
}
}
}
void MessageDistDeliverer::Visit(DynamicObjectMapType &m)
{
for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
DynamicObject* target = iter->getSource();
if (!target->InSamePhase(i_phaseMask))
continue;
if (target->GetExactDist2dSq(i_source) > i_distSq)
continue;
if (IS_PLAYER_GUID(target->GetCasterGUID()))
{
// Send packet back to the caster if the caster has vision of dynamic object
Player* caster = (Player*)target->GetCaster();
if (caster && caster->m_seer == target)
SendPacket(caster);
}
}
}
/*
void
MessageDistDeliverer::VisitObject(Player* player)
{
if (!i_ownTeamOnly || (i_source.GetTypeId() == TYPEID_PLAYER && player->GetTeam() == ((Player&)i_source).GetTeam()))
{
SendPacket(player);
}
}
*/
template<class T>
void ObjectUpdater::Visit(GridRefManager<T> &m)
{
for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
{
if (iter->getSource()->IsInWorld())
iter->getSource()->Update(i_timeDiff);
}
}
bool AnyDeadUnitObjectInRangeCheck::operator()(Player* u)
{
return !u->isAlive() && !u->HasAuraType(SPELL_AURA_GHOST) && i_searchObj->IsWithinDistInMap(u, i_range);
}
bool AnyDeadUnitObjectInRangeCheck::operator()(Corpse* u)
{
return u->GetType() != CORPSE_BONES && i_searchObj->IsWithinDistInMap(u, i_range);
}
bool AnyDeadUnitObjectInRangeCheck::operator()(Creature* u)
{
return !u->isAlive() && i_searchObj->IsWithinDistInMap(u, i_range);
}
bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Player* u)
{
return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
}
bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Corpse* u)
{
return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
}
bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Creature* u)
{
return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
}
template void ObjectUpdater::Visit<GameObject>(GameObjectMapType &);
template void ObjectUpdater::Visit<DynamicObject>(DynamicObjectMapType &);