tibia-client/src/otclient/core/localplayer.cpp

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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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#include "localplayer.h"
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#include "map.h"
#include "game.h"
#include "tile.h"
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LocalPlayer::LocalPlayer()
{
m_preWalking = false;
m_canReportBugs = false;
m_known = false;
m_walkLocked = false;
m_lastPrewalkDone = true;
m_icons = 0;
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for(int i = 0; i < Otc::LastStatistic; ++i)
m_statistics[i] = -1; // sets an invalid value to ensure lua event will be sent
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}
void LocalPlayer::lockWalk()
{
// prevents double locks
if(m_walkLocked)
return;
m_walkLocked = true;
m_walkLockTimer.restart();
}
void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
{
Otc::Direction direction = oldPos.getDirectionFromPosition(newPos);
// a prewalk was going on
if(m_preWalking) {
// switch to normal walking
m_preWalking = false;
m_lastPrewalkDone = true;
// if is to the last prewalk destination, updates the walk preserving the animation
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if(newPos == m_lastPrewalkDestionation) {
updateWalk();
// was to another direction, replace the walk
} else
Creature::walk(oldPos, newPos);
} else
Creature::walk(oldPos, newPos);
}
void LocalPlayer::preWalk(Otc::Direction direction)
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{
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// start walking to direction
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Position newPos = m_position + Position::getPositionFromDirection(direction);
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m_preWalking = true;
m_lastPrewalkDone = false;
m_lastPrewalkDestionation = newPos;
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Creature::walk(m_position, newPos);
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}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
// prewalk has a timeout, because for some reason that I don't know yet the server sometimes doesn't answer the prewalk
bool prewalkTimeouted = m_walking && m_preWalking && m_walkTimer.ticksElapsed() >= m_walkInterval + PREWALK_TIMEOUT;
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// cannot walk while already walking
if(m_walking && !prewalkTimeouted)
return false;
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// avoid doing more walks than wanted when receiving a lot of walks from server
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if(!m_lastPrewalkDone && m_preWalking && !prewalkTimeouted)
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return false;
// cannot walk while locked
if(m_walkLocked && m_walkLockTimer.ticksElapsed() <= WALK_LOCK_INTERVAL)
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return false;
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else
m_walkLocked = false;
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return true;
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}
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void LocalPlayer::cancelWalk(Otc::Direction direction)
{
// only cancel client side walks
if(m_walking && m_preWalking)
stopWalk();
m_lastPrewalkDone = true;
// turn to the cancel direction
if(direction != Otc::InvalidDirection)
setDirection(direction);
}
void LocalPlayer::stopWalk()
{
Creature::stopWalk();
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m_lastPrewalkDone = true;
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m_lastPrewalkDestionation = Position();
}
void LocalPlayer::updateWalkOffset(int totalPixelsWalked)
{
// pre walks offsets are calculated in the oposite direction
if(m_preWalking) {
m_walkOffset = Point(0,0);
if(m_direction == Otc::North || m_direction == Otc::NorthEast || m_direction == Otc::NorthWest)
m_walkOffset.y = -totalPixelsWalked;
else if(m_direction == Otc::South || m_direction == Otc::SouthEast || m_direction == Otc::SouthWest)
m_walkOffset.y = totalPixelsWalked;
if(m_direction == Otc::East || m_direction == Otc::NorthEast || m_direction == Otc::SouthEast)
m_walkOffset.x = totalPixelsWalked;
else if(m_direction == Otc::West || m_direction == Otc::NorthWest || m_direction == Otc::SouthWest)
m_walkOffset.x = -totalPixelsWalked;
} else
Creature::updateWalkOffset(totalPixelsWalked);
}
void LocalPlayer::updateWalk()
{
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float walkTicksPerPixel = m_walkAnimationInterval / 32.0f;
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int totalPixelsWalked = std::min(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f);
// update walk animation and offsets
updateWalkAnimation(totalPixelsWalked);
updateWalkOffset(totalPixelsWalked);
// terminate walk only when client and server side walk are complated
if(m_walking && !m_preWalking && m_walkTimer.ticksElapsed() >= m_walkInterval)
terminateWalk();
}
void LocalPlayer::terminateWalk()
{
Creature::terminateWalk();
m_preWalking = false;
}
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void LocalPlayer::setAttackingCreature(const CreaturePtr& creature)
{
// clear current attacking creature
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if(m_attackingCreature) {
m_attackingCreature->hideStaticSquare();
m_attackingCreature = nullptr;
}
// set the new attacking creature
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if(creature) {
creature->showStaticSquare(Fw::red);
m_attackingCreature = creature;
}
}
void LocalPlayer::setFollowingCreature(const CreaturePtr& creature)
{
// clear current following creature
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if(m_followingCreature) {
m_followingCreature->hideStaticSquare();
m_followingCreature = nullptr;
}
// set the new attacking creature
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if(creature) {
creature->showStaticSquare(Fw::green);
m_followingCreature = creature;
}
}