[9411] More SpellEffectIndex using in apropriate cases
[getmangos.git] / src / game / Traveller.h
blobea0d7ca17eeaba081f1470388b468456544c7101
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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.
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.
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
19 #ifndef MANGOS_TRAVELLER_H
20 #define MANGOS_TRAVELLER_H
22 #include "Creature.h"
23 #include "Player.h"
24 #include <cassert>
26 /** Traveller is a wrapper for units (creatures or players) that
27 * travel from point A to point B using the destination holder.
29 #define PLAYER_FLIGHT_SPEED 32.0f
31 template<class T>
32 struct MANGOS_DLL_DECL Traveller
34 T &i_traveller;
35 Traveller(T &t) : i_traveller(t) {}
36 Traveller(const Traveller &obj) : i_traveller(obj) {}
37 Traveller& operator=(const Traveller &obj)
39 ~Traveller();
40 new (this) Traveller(obj);
41 return *this;
44 operator T&(void) { return i_traveller; }
45 operator const T&(void) { return i_traveller; }
46 float GetPositionX() const { return i_traveller.GetPositionX(); }
47 float GetPositionY() const { return i_traveller.GetPositionY(); }
48 float GetPositionZ() const { return i_traveller.GetPositionZ(); }
49 T& GetTraveller(void) { return i_traveller; }
51 float Speed(void) { assert(false); return 0.0f; }
52 float GetMoveDestinationTo(float x, float y, float z);
53 uint32 GetTotalTrevelTimeTo(float x, float y, float z);
55 void Relocation(float x, float y, float z, float orientation) {}
56 void Relocation(float x, float y, float z) { Relocation(x, y, z, i_traveller.GetOrientation()); }
57 void MoveTo(float x, float y, float z, uint32 t) {}
60 template<class T>
61 inline uint32 Traveller<T>::GetTotalTrevelTimeTo(float x, float y, float z)
63 float dist = GetMoveDestinationTo(x,y,z);
64 double speed = Speed();
66 speed *= 0.001f; // speed is in seconds so convert from second to millisecond
67 return static_cast<uint32>(dist/speed);
70 // specialization for creatures
71 template<>
72 inline float Traveller<Creature>::Speed()
74 if(i_traveller.HasSplineFlag(SPLINEFLAG_WALKMODE))
75 return i_traveller.GetSpeed(MOVE_WALK);
76 else if(i_traveller.HasSplineFlag(SPLINEFLAG_UNKNOWN7))
77 return i_traveller.GetSpeed(MOVE_FLIGHT);
78 else
79 return i_traveller.GetSpeed(MOVE_RUN);
82 template<>
83 inline void Traveller<Creature>::Relocation(float x, float y, float z, float orientation)
85 i_traveller.GetMap()->CreatureRelocation(&i_traveller, x, y, z, orientation);
88 template<>
89 inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z)
91 float dx = x - GetPositionX();
92 float dy = y - GetPositionY();
93 float dz = z - GetPositionZ();
95 if(i_traveller.hasUnitState(UNIT_STAT_IN_FLIGHT))
96 return sqrt((dx*dx) + (dy*dy) + (dz*dz));
97 else //Walking on the ground
98 return sqrt((dx*dx) + (dy*dy));
102 template<>
103 inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
105 i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetSplineFlags(), SPLINETYPE_NORMAL);
108 // specialization for players
109 template<>
110 inline float Traveller<Player>::Speed()
112 if (i_traveller.isInFlight())
113 return PLAYER_FLIGHT_SPEED;
114 else
115 return i_traveller.GetSpeed(i_traveller.m_movementInfo.HasMovementFlag(MOVEFLAG_WALK_MODE) ? MOVE_WALK : MOVE_RUN);
118 template<>
119 inline float Traveller<Player>::GetMoveDestinationTo(float x, float y, float z)
121 float dx = x - GetPositionX();
122 float dy = y - GetPositionY();
123 float dz = z - GetPositionZ();
125 if (i_traveller.isInFlight())
126 return sqrt((dx*dx) + (dy*dy) + (dz*dz));
127 else //Walking on the ground
128 return sqrt((dx*dx) + (dy*dy));
131 template<>
132 inline void Traveller<Player>::Relocation(float x, float y, float z, float orientation)
134 i_traveller.GetMap()->PlayerRelocation(&i_traveller, x, y, z, orientation);
137 template<>
138 inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t)
140 //Only send SPLINEFLAG_WALKMODE, client has strange issues with other move flags
141 i_traveller.SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, SPLINEFLAG_WALKMODE, t);
144 typedef Traveller<Creature> CreatureTraveller;
145 typedef Traveller<Player> PlayerTraveller;
146 #endif