/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_TRAVELLER_H
#define TRINITY_TRAVELLER_H
#include "MapManager.h"
#include "Creature.h"
#include "Player.h"
#include
/** Traveller is a wrapper for units (creatures or players) that
* travel from point A to point B using the destination holder.
*/
#define PLAYER_FLIGHT_SPEED 32.0f
template
struct TRINITY_DLL_DECL Traveller
{
T &i_traveller;
Traveller(T &t) : i_traveller(t) {}
Traveller(const Traveller &obj) : i_traveller(obj) {}
Traveller& operator=(const Traveller &obj)
{
this->~Traveller();
new (this) Traveller(obj);
return *this;
}
operator T&(void) { return i_traveller; }
operator const T&(void) { return i_traveller; }
inline float GetPositionX() const { return i_traveller.GetPositionX(); }
inline float GetPositionY() const { return i_traveller.GetPositionY(); }
inline float GetPositionZ() const { return i_traveller.GetPositionZ(); }
inline T& GetTraveller(void) { return i_traveller; }
float Speed(void) { assert(false); return 0.0f; }
void Relocation(float x, float y, float z, float orientation) {}
void Relocation(float x, float y, float z) { Relocation(x, y, z, i_traveller.GetOrientation()); }
void MoveTo(float x, float y, float z, uint32 t) {}
};
// specialization for creatures
template<>
inline float Traveller::Speed()
{
return i_traveller.GetSpeed( i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN);
}
template<>
inline void Traveller::Relocation(float x, float y, float z, float orientation)
{
MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->CreatureRelocation(&i_traveller, x, y, z, orientation);
}
template<>
inline void Traveller::MoveTo(float x, float y, float z, uint32 t)
{
i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
}
// specialization for players
template<>
inline float Traveller::Speed()
{
if (i_traveller.isInFlight())
return PLAYER_FLIGHT_SPEED;
else
return i_traveller.GetSpeed(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN);
}
template<>
inline void Traveller::Relocation(float x, float y, float z, float orientation)
{
MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->PlayerRelocation(&i_traveller, x, y, z, orientation);
}
template<>
inline void Traveller::MoveTo(float x, float y, float z, uint32 t)
{
//Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
i_traveller.SendMonsterMove(x, y, z, 0, MOVEMENTFLAG_WALK_MODE, t);
}
typedef Traveller CreatureTraveller;
typedef Traveller PlayerTraveller;
#endif