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/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 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
 * 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 <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.
 */
#define PLAYER_FLIGHT_SPEED        32.0f

template<class T>
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<Creature>::Speed()
{
    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);
    else
        return i_traveller.GetSpeed(MOVE_RUN);
}

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);
}

template<>
inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
{
    //Call for creature group update
	if(i_traveller.IsFormationLeader() && !i_traveller.isInCombat() &&
		CreatureGroupHolder.find(i_traveller.GetFormationID()) != CreatureGroupHolder.end())
		CreatureGroupHolder[i_traveller.GetFormationID()]->LeaderMovedInEvade();
	
	i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
}

// specialization for players
template<>
inline float Traveller<Player>::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<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);
}

template<>
inline void Traveller<Player>::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<Creature> CreatureTraveller;
typedef Traveller<Player> PlayerTraveller;
#endif