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-rw-r--r--src/game/Traveller.h71
1 files changed, 58 insertions, 13 deletions
diff --git a/src/game/Traveller.h b/src/game/Traveller.h
index ee2ec55833f..702cc6413b0 100644
--- a/src/game/Traveller.h
+++ b/src/game/Traveller.h
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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
@@ -21,11 +21,9 @@
#ifndef TRINITY_TRAVELLER_H
#define TRINITY_TRAVELLER_H
-#include "MapManager.h"
#include "Creature.h"
#include "Player.h"
#include <cassert>
-#include "CreatureGroups.h"
/** Traveller is a wrapper for units (creatures or players) that
* travel from point A to point B using the destination holder.
@@ -47,22 +45,39 @@ struct TRINITY_DLL_DECL Traveller
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 GetPositionX() const { return i_traveller.GetPositionX(); }
+ float GetPositionY() const { return i_traveller.GetPositionY(); }
+ float GetPositionZ() const { return i_traveller.GetPositionZ(); }
+ T& GetTraveller(void) { return i_traveller; }
float Speed(void) { assert(false); return 0.0f; }
+ float GetMoveDestinationTo(float x, float y, float z);
+ uint32 GetTotalTrevelTimeTo(float x, float y, float z);
+
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) {}
};
+template<class T>
+inline uint32 Traveller<T>::GetTotalTrevelTimeTo(float x, float y, float z)
+{
+ float dist = GetMoveDestinationTo(x,y,z);
+ float speed = 0.001f;
+ if (Speed() <= 0.0f)
+ return 0xfffffffe; // almost infinity-unit should stop
+ else
+ speed *= Speed(); // speed is in seconds so convert from second to millisecond
+ return static_cast<uint32>(dist/speed);
+}
+
// specialization for creatures
template<>
inline float Traveller<Creature>::Speed()
{
- if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
+ if(i_traveller.hasUnitState(UNIT_STAT_CHARGING))
+ return i_traveller.m_TempSpeed;
+ else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
return i_traveller.GetSpeed(MOVE_WALK);
else if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
return i_traveller.GetSpeed(MOVE_FLIGHT);
@@ -73,29 +88,59 @@ inline float Traveller<Creature>::Speed()
template<>
inline void Traveller<Creature>::Relocation(float x, float y, float z, float orientation)
{
- MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->CreatureRelocation(&i_traveller, x, y, z, orientation);
+ i_traveller.GetMap()->CreatureRelocation(&i_traveller, x, y, z, orientation);
+}
+
+template<>
+inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z)
+{
+ float dx = x - GetPositionX();
+ float dy = y - GetPositionY();
+ float dz = z - GetPositionZ();
+
+ if(i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING2))
+ return sqrt((dx*dx) + (dy*dy) + (dz*dz));
+ else //Walking on the ground
+ return sqrt((dx*dx) + (dy*dy));
}
+
template<>
inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
{
- i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
+ //i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
+ i_traveller.SendMonsterMove(x, y, z, t);
}
// specialization for players
template<>
inline float Traveller<Player>::Speed()
{
- if (i_traveller.isInFlight())
+ if(i_traveller.hasUnitState(UNIT_STAT_CHARGING))
+ return i_traveller.m_TempSpeed;
+ else 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 float Traveller<Player>::GetMoveDestinationTo(float x, float y, float z)
+{
+ float dx = x - GetPositionX();
+ float dy = y - GetPositionY();
+ float dz = z - GetPositionZ();
+
+ if (i_traveller.isInFlight())
+ return sqrt((dx*dx) + (dy*dy) + (dz*dz));
+ else //Walking on the ground
+ return sqrt((dx*dx) + (dy*dy));
+}
+
+template<>
inline void Traveller<Player>::Relocation(float x, float y, float z, float orientation)
{
- MapManager::Instance().GetMap(i_traveller.GetMapId(), &i_traveller)->PlayerRelocation(&i_traveller, x, y, z, orientation);
+ i_traveller.GetMap()->PlayerRelocation(&i_traveller, x, y, z, orientation);
}
template<>