1 | /* |
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2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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3 | * |
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4 | * This program is free software; you can redistribute it and/or modify |
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5 | * it under the terms of the GNU General Public License as published by |
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6 | * the Free Software Foundation; either version 2 of the License, or |
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7 | * (at your option) any later version. |
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8 | * |
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9 | * This program is distributed in the hope that it will be useful, |
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 | * GNU General Public License for more details. |
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13 | * |
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14 | * You should have received a copy of the GNU General Public License |
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15 | * along with this program; if not, write to the Free Software |
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16 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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17 | */ |
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18 | |
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19 | #ifndef MANGOS_TRAVELLER_H |
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20 | #define MANGOS_TRAVELLER_H |
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21 | |
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22 | #include "MapManager.h" |
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23 | #include "Creature.h" |
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24 | #include "Player.h" |
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25 | #include <cassert> |
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26 | |
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27 | /** Traveller is a wrapper for units (creatures or players) that |
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28 | * travel from point A to point B using the destination holder. |
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29 | */ |
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30 | #define PLAYER_FLIGHT_SPEED 32.0f |
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31 | |
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32 | template<class T> |
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33 | struct MANGOS_DLL_DECL Traveller |
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34 | { |
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35 | T &i_traveller; |
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36 | Traveller(T &t) : i_traveller(t) {} |
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37 | Traveller(const Traveller &obj) : i_traveller(obj) {} |
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38 | Traveller& operator=(const Traveller &obj) |
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39 | { |
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40 | this->~Traveller(); |
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41 | new (this) Traveller(obj); |
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42 | return *this; |
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43 | } |
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44 | |
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45 | operator T&(void) { return i_traveller; } |
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46 | operator const T&(void) { return i_traveller; } |
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47 | inline float GetPositionX() const { return i_traveller.GetPositionX(); } |
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48 | inline float GetPositionY() const { return i_traveller.GetPositionY(); } |
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49 | inline float GetPositionZ() const { return i_traveller.GetPositionZ(); } |
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50 | inline T& GetTraveller(void) { return i_traveller; } |
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51 | |
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52 | float Speed(void) { assert(false); return 0.0f; } |
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53 | void Relocation(float x, float y, float z, float orientation) {} |
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54 | void Relocation(float x, float y, float z) { Relocation(x, y, z, i_traveller.GetOrientation()); } |
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55 | void MoveTo(float x, float y, float z, uint32 t) {} |
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56 | }; |
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57 | |
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58 | // specialization for creatures |
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59 | template<> |
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60 | inline float Traveller<Creature>::Speed() |
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61 | { |
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62 | return i_traveller.GetSpeed( i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN); |
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63 | } |
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64 | |
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65 | template<> |
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66 | inline void Traveller<Creature>::Relocation(float x, float y, float z, float orientation) |
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67 | { |
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68 | MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->CreatureRelocation(&i_traveller, x, y, z, orientation); |
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69 | } |
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70 | |
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71 | template<> |
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72 | inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t) |
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73 | { |
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74 | i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0); |
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75 | } |
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76 | |
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77 | // specialization for players |
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78 | template<> |
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79 | inline float Traveller<Player>::Speed() |
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80 | { |
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81 | if (i_traveller.isInFlight()) |
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82 | return PLAYER_FLIGHT_SPEED; |
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83 | else |
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84 | return i_traveller.GetSpeed(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN); |
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85 | } |
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86 | |
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87 | template<> |
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88 | inline void Traveller<Player>::Relocation(float x, float y, float z, float orientation) |
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89 | { |
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90 | MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->PlayerRelocation(&i_traveller, x, y, z, orientation); |
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91 | } |
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92 | |
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93 | template<> |
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94 | inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t) |
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95 | { |
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96 | //Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags |
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97 | i_traveller.SendMonsterMove(x, y, z, 0, MOVEMENTFLAG_WALK_MODE, t); |
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98 | } |
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99 | |
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100 | typedef Traveller<Creature> CreatureTraveller; |
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101 | typedef Traveller<Player> PlayerTraveller; |
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102 | #endif |
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