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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void LocalPlayer::preWalk(Otc::Direction direction)
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{
// we're not walking, so start a client walk.
Position newPos = m_pos + Position::getPosFromDirection(direction);
walk(m_pos, newPos, true);
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}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
if(m_walking || (m_preWalking && g_clock.ticksElapsed(m_walkEnd) < 1000))
return false;
// check for blockable tiles in the walk direction
TilePtr tile = g_map.getTile(m_pos + Position::getPosFromDirection(direction));
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if(!tile->isWalkable()) {
g_game.processTextMessage("statusSmall", "Sorry, not possible.");
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return false;
}
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return true;
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}
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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;
}
}