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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_TRAVELLER_H
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#define MANGOS_TRAVELLER_H
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#include "MapManager.h"
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#include "Creature.h"
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#include "Player.h"
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#include <cassert>
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/** Traveller is a wrapper for units (creatures or players) that
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* travel from point A to point B using the destination holder.
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*/
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#define PLAYER_FLIGHT_SPEED 32.0f
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template<class T>
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struct MANGOS_DLL_DECL Traveller
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{
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T &i_traveller;
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Traveller(T &t) : i_traveller(t) {}
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Traveller(const Traveller &obj) : i_traveller(obj) {}
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Traveller& operator=(const Traveller &obj)
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{
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~Traveller();
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new (this) Traveller(obj);
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return *this;
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}
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operator T&(void) { return i_traveller; }
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operator const T&(void) { return i_traveller; }
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inline float GetPositionX() const { return i_traveller.GetPositionX(); }
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inline float GetPositionY() const { return i_traveller.GetPositionY(); }
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inline float GetPositionZ() const { return i_traveller.GetPositionZ(); }
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inline T& GetTraveller(void) { return i_traveller; }
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float Speed(void) { assert(false); return 0.0f; }
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void Relocation(float x, float y, float z, float orientation) {}
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void Relocation(float x, float y, float z) { Relocation(x, y, z, i_traveller.GetOrientation()); }
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void MoveTo(float x, float y, float z, uint32 t) {}
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};
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// specialization for creatures
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template<>
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inline float Traveller<Creature>::Speed()
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{
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if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
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return i_traveller.GetSpeed(MOVE_WALK);
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else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
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return i_traveller.GetSpeed(MOVE_FLIGHT);
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else
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return i_traveller.GetSpeed(MOVE_RUN);
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}
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template<>
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inline void Traveller<Creature>::Relocation(float x, float y, float z, float orientation)
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{
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i_traveller.GetMap()->CreatureRelocation(&i_traveller, x, y, z, orientation);
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}
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template<>
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inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
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{
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i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
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}
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// specialization for players
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template<>
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inline float Traveller<Player>::Speed()
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{
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if (i_traveller.isInFlight())
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return PLAYER_FLIGHT_SPEED;
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else
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return i_traveller.GetSpeed(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN);
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}
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template<>
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inline void Traveller<Player>::Relocation(float x, float y, float z, float orientation)
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{
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i_traveller.GetMap()->PlayerRelocation(&i_traveller, x, y, z, orientation);
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}
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template<>
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inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t)
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{
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//Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
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i_traveller.SendMonsterMove(x, y, z, 0, MOVEMENTFLAG_WALK_MODE, t);
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}
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typedef Traveller<Creature> CreatureTraveller;
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typedef Traveller<Player> PlayerTraveller;
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#endif
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