| 1 | /* |
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| 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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| 3 | * |
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| 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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| 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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| 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 19 | */ |
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| 20 | |
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| 21 | #ifndef TRINITY_TRAVELLER_H |
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| 22 | #define TRINITY_TRAVELLER_H |
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| 23 | |
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| 24 | #include "MapManager.h" |
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| 25 | #include "Creature.h" |
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| 26 | #include "Player.h" |
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| 27 | #include <cassert> |
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| 28 | |
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| 29 | /** Traveller is a wrapper for units (creatures or players) that |
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| 30 | * travel from point A to point B using the destination holder. |
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| 31 | */ |
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| 32 | #define PLAYER_FLIGHT_SPEED 32.0f |
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| 33 | |
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| 34 | template<class T> |
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| 35 | struct TRINITY_DLL_DECL Traveller |
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| 36 | { |
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| 37 | T &i_traveller; |
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| 38 | Traveller(T &t) : i_traveller(t) {} |
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| 39 | Traveller(const Traveller &obj) : i_traveller(obj) {} |
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| 40 | Traveller& operator=(const Traveller &obj) |
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| 41 | { |
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| 42 | this->~Traveller(); |
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| 43 | new (this) Traveller(obj); |
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| 44 | return *this; |
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| 45 | } |
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| 46 | |
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| 47 | operator T&(void) { return i_traveller; } |
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| 48 | operator const T&(void) { return i_traveller; } |
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| 49 | inline float GetPositionX() const { return i_traveller.GetPositionX(); } |
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| 50 | inline float GetPositionY() const { return i_traveller.GetPositionY(); } |
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| 51 | inline float GetPositionZ() const { return i_traveller.GetPositionZ(); } |
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| 52 | inline T& GetTraveller(void) { return i_traveller; } |
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| 53 | |
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| 54 | float Speed(void) { assert(false); return 0.0f; } |
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| 55 | void Relocation(float x, float y, float z, float orientation) {} |
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| 56 | void Relocation(float x, float y, float z) { Relocation(x, y, z, i_traveller.GetOrientation()); } |
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| 57 | void MoveTo(float x, float y, float z, uint32 t) {} |
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| 58 | }; |
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| 59 | |
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| 60 | // specialization for creatures |
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| 61 | template<> |
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| 62 | inline float Traveller<Creature>::Speed() |
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| 63 | { |
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| 64 | return i_traveller.GetSpeed( i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN); |
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| 65 | } |
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| 66 | |
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| 67 | template<> |
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| 68 | inline void Traveller<Creature>::Relocation(float x, float y, float z, float orientation) |
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| 69 | { |
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| 70 | MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->CreatureRelocation(&i_traveller, x, y, z, orientation); |
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| 71 | } |
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| 72 | |
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| 73 | template<> |
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| 74 | inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t) |
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| 75 | { |
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| 76 | i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0); |
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| 77 | } |
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| 78 | |
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| 79 | // specialization for players |
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| 80 | template<> |
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| 81 | inline float Traveller<Player>::Speed() |
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| 82 | { |
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| 83 | if (i_traveller.isInFlight()) |
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| 84 | return PLAYER_FLIGHT_SPEED; |
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| 85 | else |
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| 86 | return i_traveller.GetSpeed(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN); |
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| 87 | } |
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| 88 | |
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| 89 | template<> |
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| 90 | inline void Traveller<Player>::Relocation(float x, float y, float z, float orientation) |
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| 91 | { |
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| 92 | MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->PlayerRelocation(&i_traveller, x, y, z, orientation); |
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| 93 | } |
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| 94 | |
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| 95 | template<> |
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| 96 | inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t) |
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| 97 | { |
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| 98 | //Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags |
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| 99 | i_traveller.SendMonsterMove(x, y, z, 0, MOVEMENTFLAG_WALK_MODE, t); |
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| 100 | } |
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| 101 | |
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| 102 | typedef Traveller<Creature> CreatureTraveller; |
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| 103 | typedef Traveller<Player> PlayerTraveller; |
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| 104 | #endif |
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