/*
 * Copyright (C) 
 * Copyright (C) 
 *
 * 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::Visit(GameObjectMapType &m)
{
    for (GameObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        vis_guids.erase(iter->GetSource()->GetGUID());
        i_player.UpdateVisibilityOf(iter->GetSource(), i_data, i_visibleNow);
    }
}

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::PassengerSet::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());

                switch ((*itr)->GetTypeId())
                {
                    case TYPEID_GAMEOBJECT:
                        i_player.UpdateVisibilityOf((*itr)->ToGameObject(), i_data, i_visibleNow);
                        break;
                    case TYPEID_PLAYER:
                        i_player.UpdateVisibilityOf((*itr)->ToPlayer(), i_data, i_visibleNow);
                        (*itr)->ToPlayer()->UpdateVisibilityOf(&i_player);
                        break;
                    case TYPEID_UNIT:
                        i_player.UpdateVisibilityOf((*itr)->ToCreature(), i_data, i_visibleNow);
                        break;
                    default:
                        break;
                }
            }
        }

    for (Player::ClientGUIDs::const_iterator it = vis_guids.begin();it != vis_guids.end(); ++it)
    {
        // pussywizard: static transports are removed only in RemovePlayerFromMap and here if can no longer detect (eg. phase changed)
        if (IS_TRANSPORT_GUID(*it))
            if (GameObject* staticTrans = i_player.GetMap()->GetGameObject(*it))
                if (i_player.CanSeeOrDetect(staticTrans, false, true))
                    continue;

        i_player.m_clientGUIDs.erase(*it);
        i_data.AddOutOfRangeGUID(*it);

        if (IS_PLAYER_GUID(*it))
        {
            Player* player = ObjectAccessor::FindPlayer(*it);
            if (player && player->IsInMap(&i_player))
                player->UpdateVisibilityOf(&i_player);
        }
    }

    if (!i_data.HasData())
        return;

    WorldPacket packet;
    i_data.BuildPacket(&packet);
    i_player.GetSession()->SendPacket(&packet);

    for (std::vector<Unit*>::const_iterator it = i_visibleNow.begin(); it != i_visibleNow.end(); ++it)
        i_player.GetInitialVisiblePackets(*it);
}

void VisibleChangesNotifier::Visit(PlayerMapType &m)
{
    for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        if (iter->GetSource() == &i_object)
            continue;

        iter->GetSource()->UpdateVisibilityOf(&i_object);

        if (iter->GetSource()->HasSharedVision())
            for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == iter->GetSource())
                    (*i)->UpdateVisibilityOf(&i_object);
    }
}

void VisibleChangesNotifier::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        if (iter->GetSource()->HasSharedVision())
            for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == iter->GetSource())
                    (*i)->UpdateVisibilityOf(&i_object);
}

void VisibleChangesNotifier::Visit(DynamicObjectMapType &m)
{
    for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        if (IS_PLAYER_GUID(iter->GetSource()->GetCasterGUID()))
            if (Unit* caster = iter->GetSource()->GetCaster())
                if (Player* player = caster->ToPlayer())
                    if (player->m_seer == iter->GetSource())
                        player->UpdateVisibilityOf(&i_object);
}

inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
{
    if (!u->IsAlive() || !c->IsAlive() || c == u || u->IsInFlight())
        return;

    if (c->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);
        player->UpdateVisibilityOf(&i_player); // this notifier with different Visit(PlayerMapType&) than VisibleNotifier is needed to update visibility of self for other players when we move (eg. stealth detection changes)
    }
}

void CreatureRelocationNotifier::Visit(PlayerMapType &m)
{
    for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Player* player = iter->GetSource();

        // NOTIFY_VISIBILITY_CHANGED does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important
        if (!player->m_seer->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
            player->UpdateVisibilityOf(&i_creature);

        // NOTIFY_AI_RELOCATION does not guarantee that player will do it himself (because distance is also checked), but screw it, it's not that important
        if (!player->m_seer->isNeedNotify(NOTIFY_AI_RELOCATION) && !i_creature.IsMoveInLineOfSightStrictlyDisabled())
            CreatureUnitRelocationWorker(&i_creature, player);
    }
}

void AIRelocationNotifier::Visit(CreatureMapType &m)
{
    bool self = isCreature && !((Creature*)(&i_unit))->IsMoveInLineOfSightStrictlyDisabled();
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* c = iter->GetSource();

        // NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION does not guarantee that unit will do it itself (because distance is also checked), but screw it, it's not that important
        if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION) && !c->IsMoveInLineOfSightStrictlyDisabled())
            CreatureUnitRelocationWorker(c, &i_unit);

        if (self)
            CreatureUnitRelocationWorker((Creature*)&i_unit, c);
    }
}

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->HasSharedVision())
        {
            SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
            for (; i != target->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == target)
                    SendPacket(*i);
        }

        if (target->m_seer == target || target->GetVehicle())
            SendPacket(target);
    }
}

void MessageDistDeliverer::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* target = iter->GetSource();
        if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask))
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet to all who are sharing the creature's vision
        SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
        for (; i != target->GetSharedVisionList().end(); ++i)
            if ((*i)->m_seer == target)
                SendPacket(*i);
    }
}

void MessageDistDeliverer::Visit(DynamicObjectMapType &m)
{
    for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        DynamicObject* target = iter->GetSource();
        if (!IS_PLAYER_GUID(target->GetCasterGUID()) || !target->InSamePhase(i_phaseMask))
            continue;

        // Xinef: Check whether the dynobject allows to see through it
        if (!target->IsViewpoint())
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet back to the caster if the caster has vision of dynamic object
        Player* caster = (Player*)target->GetCaster();
        if (caster && caster->m_seer == target)
            SendPacket(caster);
    }
}

void MessageDistDelivererToHostile::Visit(PlayerMapType &m)
{
    for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Player* target = iter->GetSource();
        if (!target->InSamePhase(i_phaseMask))
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet to all who are sharing the player's vision
        if (target->HasSharedVision())
        {
            SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
            for (; i != target->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == target)
                    SendPacket(*i);
        }

        if (target->m_seer == target || target->GetVehicle())
            SendPacket(target);
    }
}

void MessageDistDelivererToHostile::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* target = iter->GetSource();
        if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask))
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet to all who are sharing the creature's vision
        SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
        for (; i != target->GetSharedVisionList().end(); ++i)
            if ((*i)->m_seer == target)
                SendPacket(*i);
    }
}

void MessageDistDelivererToHostile::Visit(DynamicObjectMapType &m)
{
    for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        DynamicObject* target = iter->GetSource();
        if (!IS_PLAYER_GUID(target->GetCasterGUID()) || !target->InSamePhase(i_phaseMask))
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet back to the caster if the caster has vision of dynamic object
        Player* caster = (Player*)target->GetCaster();
        if (caster && caster->m_seer == target)
            SendPacket(caster);
    }
}

template<class T>
void ObjectUpdater::Visit(GridRefManager<T> &m)
{
    T* obj;
    for (typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); )
    {
        obj = iter->GetSource();
        ++iter;
        if (obj->IsInWorld())
            obj->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<Creature>(CreatureMapType&);
template void ObjectUpdater::Visit<GameObject>(GameObjectMapType&);
template void ObjectUpdater::Visit<DynamicObject>(DynamicObjectMapType&);
