tibia-client/src/otclient/localplayer.h

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#ifndef LOCALPLAYER_H
#define LOCALPLAYER_H
#include "player.h"
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// @bindclass
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class LocalPlayer : public Player
{
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enum {
PREWALK_TIMEOUT = 1000
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};
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public:
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LocalPlayer();
void unlockWalk() { m_walkLockExpiration = 0; }
void lockWalk(int millis = 250);
bool canWalk(Otc::Direction direction);
void setStates(int states);
void setSkill(Otc::Skill skill, int level, int levelPercent);
void setHealth(double health, double maxHealth);
void setFreeCapacity(double freeCapacity);
void setExperience(double experience);
void setLevel(double level, double levelPercent);
void setMana(double mana, double maxMana);
void setMagicLevel(double magicLevel, double magicLevelPercent);
void setSoul(double soul);
void setStamina(double stamina);
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void setKnown(bool known) { m_known = known; }
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void setInventoryItem(Otc::InventorySlot inventory, const ItemPtr& item);
void setVocation(int vocation);
void setPremium(bool premium);
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int getStates() { return m_states; }
int getSkillLevel(Otc::Skill skill) { return m_skillsLevel[skill]; }
int getSkillLevelPercent(Otc::Skill skill) { return m_skillsLevelPercent[skill]; }
int getVocation() { return m_vocation; }
double getWalkPing();
double getHealth() { return m_health; }
double getMaxHealth() { return m_maxHealth; }
double getFreeCapacity() { return m_freeCapacity; }
double getExperience() { return m_experience; }
double getLevel() { return m_level; }
double getLevelPercent() { return m_levelPercent; }
double getMana() { return m_mana; }
double getMaxMana() { return m_maxMana; }
double getMagicLevel() { return m_magicLevel; }
double getMagicLevelPercent() { return m_magicLevelPercent; }
double getSoul() { return m_soul; }
double getStamina() { return m_stamina; }
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ItemPtr getInventoryItem(Otc::InventorySlot inventory) { return m_inventoryItems[inventory]; }
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bool isKnown() { return m_known; }
bool isPreWalking() { return m_preWalking; }
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bool isAutoWalking() { return m_autoWalking; }
bool isPremium() { return m_premium; }
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LocalPlayerPtr asLocalPlayer() { return static_self_cast<LocalPlayer>(); }
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bool isLocalPlayer() { return true; }
virtual void onAppear();
protected:
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void walk(const Position& oldPos, const Position& newPos);
void preWalk(Otc::Direction direction);
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void cancelWalk(Otc::Direction direction = Otc::InvalidDirection);
void stopWalk();
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friend class Game;
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protected:
void updateWalkOffset(int totalPixelsWalked);
void updateWalk();
void terminateWalk();
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private:
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// walk related
bool m_preWalking;
bool m_lastPrewalkDone;
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bool m_autoWalking;
bool m_premium;
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Position m_lastPrewalkDestionation;
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ItemPtr m_inventoryItems[Otc::LastInventorySlot];
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ScheduledEventPtr m_autoWalkEndEvent;
stdext::boolean<false> m_waitingWalkPong;
Timer m_walkPingTimer;
std::deque<int> m_lastWalkPings;
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std::array<int, Otc::LastSkill> m_skillsLevel;
std::array<int, Otc::LastSkill> m_skillsLevelPercent;
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bool m_known;
int m_states;
int m_vocation;
ticks_t m_walkLockExpiration;
double m_health;
double m_maxHealth;
double m_freeCapacity;
double m_experience;
double m_level;
double m_levelPercent;
double m_mana;
double m_maxMana;
double m_magicLevel;
double m_magicLevelPercent;
double m_soul;
double m_stamina;
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};
#endif