/* * Copyright (c) 2010-2012 OTClient * * 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. */ #include "localplayer.h" #include "map.h" #include "game.h" #include "tile.h" LocalPlayer::LocalPlayer() { m_clientWalking = false; m_nextWalkDirection = Otc::InvalidDirection; } void LocalPlayer::clientWalk(Otc::Direction direction) { // We're not walking, so start a client walk. if(!m_walking) { Position newPos = m_position + Position::getPositionFromDirection(direction); Creature::walk(newPos, false); m_clientWalking = true; } } void LocalPlayer::walk(const Position& position, bool inverse) { // This can only be received by protocol, so its always inverse. // If we're already walking, just finish it. if(m_clientWalking) { m_clientWalking = false; Position pos = Position::getPositionFromDirection(m_direction); Point walkOffset = Point(m_walkOffset.x - pos.x * 32, m_walkOffset.y - pos.y * 32); Creature::walk(position, inverse); // Restore walk offset, because we were already walking. m_walkOffset = walkOffset; } // If we're not client walking, we'll just walk like every NPC. Ie: When player is pushed. else Creature::walk(position, inverse); } void LocalPlayer::cancelWalk(Otc::Direction direction, bool force) { // 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. } } bool LocalPlayer::canWalk(Otc::Direction direction) { 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; } Position newPos = m_position + Position::getPositionFromDirection(direction); 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; } return true; }