tibia-client/src/client/localplayer.cpp

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/*
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* Copyright (c) 2010-2014 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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#include <framework/core/eventdispatcher.h>
#include <framework/graphics/graphics.h>
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LocalPlayer::LocalPlayer()
{
m_states = 0;
m_vocation = 0;
m_blessings = Otc::BlessingNone;
m_walkLockExpiration = 0;
m_skillsLevel.fill(-1);
m_skillsBaseLevel.fill(-1);
m_skillsLevelPercent.fill(-1);
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m_health = -1;
m_maxHealth = -1;
m_freeCapacity = -1;
m_experience = -1;
m_level = -1;
m_levelPercent = -1;
m_mana = -1;
m_maxMana = -1;
m_magicLevel = -1;
m_magicLevelPercent = -1;
m_baseMagicLevel = -1;
m_soul = -1;
m_stamina = -1;
m_baseSpeed = -1;
m_regenerationTime = -1;
m_offlineTrainingTime = -1;
m_totalCapacity = -1;
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}
void LocalPlayer::lockWalk(int millis)
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{
m_walkLockExpiration = std::max<int>(m_walkLockExpiration, (ticks_t) g_clock.millis() + millis);
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}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
// cannot walk while locked
if(m_walkLockExpiration != 0 && g_clock.millis() < m_walkLockExpiration)
return false;
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// paralyzed
if(m_speed == 0)
return false;
// last walk is not done yet
if((m_walkTimer.ticksElapsed() < getStepDuration()) && !isAutoWalking())
return false;
// prewalk has a timeout, because for some reason that I don't know yet the server sometimes doesn't answer the prewalk
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bool prewalkTimeouted = m_walking && m_preWalking && m_walkTimer.ticksElapsed() >= getStepDuration() + PREWALK_TIMEOUT;
// avoid doing more walks than wanted when receiving a lot of walks from server
if(!m_lastPrewalkDone && m_preWalking && !prewalkTimeouted)
return false;
// cannot walk while already walking
if((m_walking && !isAutoWalking()) && (!prewalkTimeouted || m_secondPreWalk))
return false;
return true;
}
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void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
{
// a prewalk was going on
if(m_preWalking) {
// switch to normal walking
m_preWalking = false;
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m_secondPreWalk = false;
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m_lastPrewalkDone = true;
// if is to the last prewalk destination, updates the walk preserving the animation
if(newPos == m_lastPrewalkDestination) {
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updateWalk();
// was to another direction, replace the walk
} else
Creature::walk(oldPos, newPos);
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}
// no prewalk was going on, this must be an server side automated walk
else {
m_serverWalking = true;
if(m_serverWalkEndEvent)
m_serverWalkEndEvent->cancel();
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Creature::walk(oldPos, newPos);
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}
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}
void LocalPlayer::preWalk(Otc::Direction direction)
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{
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Position newPos = m_position.translatedToDirection(direction);
// avoid reanimating prewalks
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if(m_preWalking) {
m_secondPreWalk = true;
return;
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}
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m_preWalking = true;
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if(m_serverWalkEndEvent)
m_serverWalkEndEvent->cancel();
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// start walking to direction
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m_lastPrewalkDone = false;
m_lastPrewalkDestination = newPos;
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Creature::walk(m_position, newPos);
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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;
m_idleTimer.restart();
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lockWalk();
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if(m_autoWalkDestination.isValid()) {
g_game.stop();
auto self = asLocalPlayer();
if(m_autoWalkContinueEvent)
m_autoWalkContinueEvent->cancel();
m_autoWalkContinueEvent = g_dispatcher.scheduleEvent([self]() {
if(self->m_autoWalkDestination.isValid())
self->autoWalk(self->m_autoWalkDestination);
}, 500);
}
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// turn to the cancel direction
if(direction != Otc::InvalidDirection)
setDirection(direction);
callLuaField("onCancelWalk", direction);
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}
bool LocalPlayer::autoWalk(const Position& destination)
{
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bool tryKnownPath = false;
if(destination != m_autoWalkDestination) {
m_knownCompletePath = false;
tryKnownPath = true;
}
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std::tuple<std::vector<Otc::Direction>, Otc::PathFindResult> result;
std::vector<Otc::Direction> limitedPath;
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if(destination == m_position)
return true;
// try to find a path that we know
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if(tryKnownPath || m_knownCompletePath) {
result = g_map.findPath(m_position, destination, 50000, 0);
if(std::get<1>(result) == Otc::PathFindResultOk) {
limitedPath = std::get<0>(result);
// limit to 127 steps
if(limitedPath.size() > 127)
limitedPath.resize(127);
m_knownCompletePath = true;
}
}
// no known path found, try to discover one
if(limitedPath.empty()) {
result = g_map.findPath(m_position, destination, 50000, Otc::PathFindAllowNotSeenTiles);
if(std::get<1>(result) != Otc::PathFindResultOk) {
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callLuaField("onAutoWalkFail", std::get<1>(result));
stopAutoWalk();
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return false;
}
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Position currentPos = m_position;
for(auto dir : std::get<0>(result)) {
currentPos = currentPos.translatedToDirection(dir);
if(!hasSight(currentPos))
break;
else
limitedPath.push_back(dir);
}
}
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m_autoWalkDestination = destination;
m_lastAutoWalkPosition = m_position.translatedToDirections(limitedPath).back();
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/*
// debug calculated path using minimap
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for(auto pos : m_position.translatedToDirections(limitedPath)) {
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g_map.getOrCreateTile(pos)->overwriteMinimapColor(215);
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g_map.notificateTileUpdate(pos);
}
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*/
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g_game.autoWalk(limitedPath);
return true;
}
void LocalPlayer::stopAutoWalk()
{
m_autoWalkDestination = Position();
m_lastAutoWalkPosition = Position();
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m_knownCompletePath = false;
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if(m_autoWalkContinueEvent)
m_autoWalkContinueEvent->cancel();
}
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void LocalPlayer::stopWalk()
{
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Creature::stopWalk(); // will call terminateWalk
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m_lastPrewalkDone = true;
m_lastPrewalkDestination = Position();
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}
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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int stepDuration = getStepDuration();
float walkTicksPerPixel = getStepDuration(true) / 32.0f;
int totalPixelsWalked = std::min<int>(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f);
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// update walk animation and offsets
updateWalkAnimation(totalPixelsWalked);
updateWalkOffset(totalPixelsWalked);
updateWalkingTile();
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// terminate walk only when client and server side walk are completed
if(m_walking && !m_preWalking && m_walkTimer.ticksElapsed() >= stepDuration)
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terminateWalk();
}
void LocalPlayer::terminateWalk()
{
Creature::terminateWalk();
m_preWalking = false;
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m_secondPreWalk = false;
m_idleTimer.restart();
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auto self = asLocalPlayer();
if(m_serverWalking) {
if(m_serverWalkEndEvent)
m_serverWalkEndEvent->cancel();
m_serverWalkEndEvent = g_dispatcher.scheduleEvent([self] {
self->m_serverWalking = false;
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}, 100);
}
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}
void LocalPlayer::onAppear()
{
Creature::onAppear();
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/* Does not seem to be needed anymore
// on teleports lock the walk
if(!m_oldPosition.isInRange(m_position,1,1))
lockWalk();
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*/
}
void LocalPlayer::onPositionChange(const Position& newPos, const Position& oldPos)
{
Creature::onPositionChange(newPos, oldPos);
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if(newPos == m_autoWalkDestination)
stopAutoWalk();
else if(m_autoWalkDestination.isValid() && newPos == m_lastAutoWalkPosition)
autoWalk(m_autoWalkDestination);
}
void LocalPlayer::setStates(int states)
{
if(m_states != states) {
int oldStates = m_states;
m_states = states;
callLuaField("onStatesChange", states, oldStates);
}
}
void LocalPlayer::setSkill(Otc::Skill skill, int level, int levelPercent)
{
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if(skill >= Otc::LastSkill) {
g_logger.traceError("invalid skill");
return;
}
int oldLevel = m_skillsLevel[skill];
int oldLevelPercent = m_skillsLevelPercent[skill];
if(level != oldLevel || levelPercent != oldLevelPercent) {
m_skillsLevel[skill] = level;
m_skillsLevelPercent[skill] = levelPercent;
callLuaField("onSkillChange", skill, level, levelPercent, oldLevel, oldLevelPercent);
}
}
void LocalPlayer::setBaseSkill(Otc::Skill skill, int baseLevel)
{
if(skill >= Otc::LastSkill) {
g_logger.traceError("invalid skill");
return;
}
int oldBaseLevel = m_skillsBaseLevel[skill];
if(baseLevel != oldBaseLevel) {
m_skillsBaseLevel[skill] = baseLevel;
callLuaField("onBaseSkillChange", skill, baseLevel, oldBaseLevel);
}
}
void LocalPlayer::setHealth(double health, double maxHealth)
{
if(m_health != health || m_maxHealth != maxHealth) {
double oldHealth = m_health;
double oldMaxHealth = m_maxHealth;
m_health = health;
m_maxHealth = maxHealth;
callLuaField("onHealthChange", health, maxHealth, oldHealth, oldMaxHealth);
// cannot walk while dying
if(health == 0) {
if(isPreWalking())
stopWalk();
lockWalk();
}
}
}
void LocalPlayer::setFreeCapacity(double freeCapacity)
{
if(m_freeCapacity != freeCapacity) {
double oldFreeCapacity = m_freeCapacity;
m_freeCapacity = freeCapacity;
callLuaField("onFreeCapacityChange", freeCapacity, oldFreeCapacity);
}
}
void LocalPlayer::setTotalCapacity(double totalCapacity)
{
if(m_totalCapacity != totalCapacity) {
double oldTotalCapacity = m_totalCapacity;
m_totalCapacity = totalCapacity;
callLuaField("onTotalCapacityChange", totalCapacity, oldTotalCapacity);
}
}
void LocalPlayer::setExperience(double experience)
{
if(m_experience != experience) {
double oldExperience = m_experience;
m_experience = experience;
callLuaField("onExperienceChange", experience, oldExperience);
}
}
void LocalPlayer::setLevel(double level, double levelPercent)
{
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if(m_level != level || m_levelPercent != levelPercent) {
double oldLevel = m_level;
double oldLevelPercent = m_levelPercent;
m_level = level;
m_levelPercent = levelPercent;
callLuaField("onLevelChange", level, levelPercent, oldLevel, oldLevelPercent);
}
}
void LocalPlayer::setMana(double mana, double maxMana)
{
if(m_mana != mana || m_maxMana != maxMana) {
double oldMana = m_mana;
double oldMaxMana;
m_mana = mana;
m_maxMana = maxMana;
callLuaField("onManaChange", mana, maxMana, oldMana, oldMaxMana);
}
}
void LocalPlayer::setMagicLevel(double magicLevel, double magicLevelPercent)
{
if(m_magicLevel != magicLevel || m_magicLevelPercent != magicLevelPercent) {
double oldMagicLevel = m_magicLevel;
double oldMagicLevelPercent = m_magicLevelPercent;
m_magicLevel = magicLevel;
m_magicLevelPercent = magicLevelPercent;
callLuaField("onMagicLevelChange", magicLevel, magicLevelPercent, oldMagicLevel, oldMagicLevelPercent);
}
}
void LocalPlayer::setBaseMagicLevel(double baseMagicLevel)
{
if(m_baseMagicLevel != baseMagicLevel) {
double oldBaseMagicLevel = m_baseMagicLevel;
m_baseMagicLevel = baseMagicLevel;
callLuaField("onBaseMagicLevelChange", baseMagicLevel, oldBaseMagicLevel);
}
}
void LocalPlayer::setSoul(double soul)
{
if(m_soul != soul) {
double oldSoul = m_soul;
m_soul = soul;
callLuaField("onSoulChange", soul, oldSoul);
}
}
void LocalPlayer::setStamina(double stamina)
{
if(m_stamina != stamina) {
double oldStamina = m_stamina;
m_stamina = stamina;
callLuaField("onStaminaChange", stamina, oldStamina);
}
}
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void LocalPlayer::setInventoryItem(Otc::InventorySlot inventory, const ItemPtr& item)
{
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if(inventory >= Otc::LastInventorySlot) {
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g_logger.traceError("invalid slot");
return;
}
if(m_inventoryItems[inventory] != item) {
ItemPtr oldItem = m_inventoryItems[inventory];
m_inventoryItems[inventory] = item;
callLuaField("onInventoryChange", inventory, item, oldItem);
}
}
void LocalPlayer::setVocation(int vocation)
{
if(m_vocation != vocation) {
int oldVocation = m_vocation;
m_vocation = vocation;
callLuaField("onVocationChange", vocation, oldVocation);
}
}
void LocalPlayer::setPremium(bool premium)
{
if(m_premium != premium) {
m_premium = premium;
callLuaField("onPremiumChange", premium);
}
}
void LocalPlayer::setBaseSpeed(double baseSpeed)
{
if(m_baseSpeed != baseSpeed) {
double oldBaseSpeed = m_baseSpeed;
m_baseSpeed = baseSpeed;
callLuaField("onBaseSpeedChange", baseSpeed, oldBaseSpeed);
}
}
void LocalPlayer::setRegenerationTime(double regenerationTime)
{
if(m_regenerationTime != regenerationTime) {
double oldRegenerationTime = m_regenerationTime;
m_regenerationTime = regenerationTime;
callLuaField("onRegenerationChange", regenerationTime, oldRegenerationTime);
}
}
void LocalPlayer::setOfflineTrainingTime(double offlineTrainingTime)
{
if(m_offlineTrainingTime != offlineTrainingTime) {
double oldOfflineTrainingTime = m_offlineTrainingTime;
m_offlineTrainingTime = offlineTrainingTime;
callLuaField("onOfflineTrainingChange", offlineTrainingTime, oldOfflineTrainingTime);
}
}
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void LocalPlayer::setSpells(const std::vector<int>& spells)
{
if(m_spells != spells) {
std::vector<int> oldSpells = m_spells;
m_spells = spells;
callLuaField("onSpellsChange", spells, oldSpells);
}
}
void LocalPlayer::setBlessings(int blessings)
{
if(blessings != m_blessings) {
int oldBlessings = m_blessings;
m_blessings = blessings;
callLuaField("onBlessingsChange", blessings, oldBlessings);
}
}
bool LocalPlayer::hasSight(const Position& pos)
{
return m_position.isInRange(pos, g_map.getAwareRange().left - 1, g_map.getAwareRange().top - 1);
}