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()
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{
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m_clientWalking = false;
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m_nextWalkDirection = Otc::InvalidDirection;
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}
void LocalPlayer::clientWalk(Otc::Direction direction)
{
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// We're not walking, so start a client walk.
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if(!m_walking) {
Position newPos = m_position + Position::getPosFromDirection(direction);
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Creature::walk(newPos, false);
m_clientWalking = true;
}
}
void LocalPlayer::walk(const Position& position, bool inverse)
{
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// This can only be received by protocol, so its always inverse.
// If we're already walking, just finish it.
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if(m_clientWalking) {
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m_clientWalking = false;
Position pos = Position::getPosFromDirection(m_direction);
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Point walkOffset = Point(m_walkOffset.x - pos.x * 32,
m_walkOffset.y - pos.y * 32);
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Creature::walk(position, inverse);
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// Restore walk offset, because we were already walking.
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m_walkOffset = walkOffset;
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}
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// If we're not client walking, we'll just walk like every NPC. Ie: When player is pushed.
else
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Creature::walk(position, inverse);
}
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void LocalPlayer::cancelWalk(Otc::Direction direction, bool force)
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{
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// Server said we cant walk. Ie: houses, vip areas.
if(force) {
m_clientWalking = false;
Creature::cancelWalk(direction);
}
else {
// Walk finished, and we already received the confirmation from server.
if(m_walking && !m_clientWalking) {
m_clientWalking = false;
Creature::cancelWalk(direction);
if(m_nextWalkDirection != Otc::InvalidDirection) {
g_game.walk(m_nextWalkDirection);
m_nextWalkDirection = Otc::InvalidDirection;
}
}
//else..
// Walk finished, however we havent received the confirmation from server. So wait for it.
}
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}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
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if(m_walking) {
if(direction != m_direction && m_nextWalkDirection != direction)
m_nextWalkDirection = direction;
else if(direction == m_direction && m_nextWalkDirection != Otc::InvalidDirection)
m_nextWalkDirection = Otc::InvalidDirection;
return false;
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}
Position newPos = m_position + Position::getPosFromDirection(direction);
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TilePtr tile = g_map.getTile(newPos);
if(!tile->isWalkable()) {
// TODO: create enum for 17, white message on screen bottom and console.
g_game.processTextMessage(17, "Sorry, not possible.");
return false;
}
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return true;
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}