root/trunk/src/game/Traveller.h @ 9

Revision 2, 3.5 kB (checked in by yumileroy, 17 years ago)

[svn] * Proper SVN structure

Original author: Neo2003
Date: 2008-10-02 16:23:55-05:00

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