/* * 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" void LocalPlayer::preWalk(Otc::Direction direction) { // we're not walking, so start a client walk. Position newPos = m_pos + Position::getPosFromDirection(direction); walk(m_pos, newPos, true); } 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)); if(!tile->isWalkable()) { g_game.processTextMessage("statusSmall", "Sorry, not possible."); return false; } return true; } void LocalPlayer::setAttackingCreature(const CreaturePtr& creature) { // clear current attacking creature if(m_attackingCreature) { m_attackingCreature->hideStaticSquare(); m_attackingCreature = nullptr; } // set the new attacking creature if(creature) { creature->showStaticSquare(Fw::red); m_attackingCreature = creature; } } void LocalPlayer::setFollowingCreature(const CreaturePtr& creature) { // clear current following creature if(m_followingCreature) { m_followingCreature->hideStaticSquare(); m_followingCreature = nullptr; } // set the new attacking creature if(creature) { creature->showStaticSquare(Fw::green); m_followingCreature = creature; } }