tibia-client/src/otclient/core/localplayer.cpp

320 lines
9.3 KiB
C++

/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/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"
#include <framework/core/eventdispatcher.h>
LocalPlayer::LocalPlayer()
{
m_preWalking = false;
m_walkLocked = false;
m_lastPrewalkDone = true;
m_autoWalking = false;
m_known = false;
m_states = 0;
m_skillsLevel.fill(-1);
m_skillsLevelPercent.fill(-1);
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_soul = -1;
m_stamina = -1;
}
void LocalPlayer::lockWalk()
{
// prevents double locks
if(m_walkLocked)
return;
m_walkLocked = true;
m_walkLockTimer.restart();
}
bool LocalPlayer::canWalk(Otc::Direction direction)
{
// prewalk has a timeout, because for some reason that I don't know yet the server sometimes doesn't answer the prewalk
bool prewalkTimeouted = m_walking && m_preWalking && m_walkTimer.ticksElapsed() >= m_walkInterval + PREWALK_TIMEOUT;
// cannot walk while already walking
if(m_walking && !prewalkTimeouted)
return false;
// 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 locked
if(m_walkLocked && m_walkLockTimer.ticksElapsed() <= WALK_LOCK_INTERVAL)
return false;
else
m_walkLocked = false;
return true;
}
void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
{
// a prewalk was going on
if(m_preWalking) {
// switch to normal walking
m_preWalking = false;
m_lastPrewalkDone = true;
// if is to the last prewalk destination, updates the walk preserving the animation
if(newPos == m_lastPrewalkDestionation) {
updateWalk();
// was to another direction, replace the walk
} else
Creature::walk(oldPos, newPos);
}
// no prewalk was going on, this must be an server side automated walk
else {
m_autoWalking = true;
if(m_autoWalkEndEvent)
m_autoWalkEndEvent->cancel();
Creature::walk(oldPos, newPos);
}
}
void LocalPlayer::preWalk(Otc::Direction direction)
{
// start walking to direction
Position newPos = m_position.translatedToDirection(direction);
m_preWalking = true;
if(m_autoWalkEndEvent)
m_autoWalkEndEvent->cancel();
m_lastPrewalkDone = false;
m_lastPrewalkDestionation = newPos;
Creature::walk(m_position, newPos);
}
void LocalPlayer::cancelWalk(Otc::Direction direction)
{
// only cancel client side walks
if(m_walking && m_preWalking)
stopWalk();
m_lastPrewalkDone = true;
// turn to the cancel direction
if(direction != Otc::InvalidDirection)
setDirection(direction);
}
void LocalPlayer::stopWalk()
{
Creature::stopWalk(); // will call terminateWalk
m_lastPrewalkDone = true;
m_lastPrewalkDestionation = Position();
}
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()
{
float walkTicksPerPixel = m_walkAnimationInterval / 32.0f;
int totalPixelsWalked = std::min(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f);
// update walk animation and offsets
updateWalkAnimation(totalPixelsWalked);
updateWalkOffset(totalPixelsWalked);
updateWalkingTile();
// terminate walk only when client and server side walk are complated
if(m_walking && !m_preWalking && m_walkTimer.ticksElapsed() >= m_walkInterval)
terminateWalk();
}
void LocalPlayer::terminateWalk()
{
Creature::terminateWalk();
m_preWalking = false;
auto self = asLocalPlayer();
if(m_autoWalking) {
if(m_autoWalkEndEvent)
m_autoWalkEndEvent->cancel();
m_autoWalkEndEvent = g_eventDispatcher.scheduleEvent([self] {
self->m_autoWalking = false;
}, 100);
}
}
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)
{
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::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::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)
{
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::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);
}
}
void LocalPlayer::setInventoryItem(Otc::Inventory inventory, const ItemPtr& item)
{
if(m_inventoryItems[inventory] != item) {
ItemPtr oldItem = m_inventoryItems[inventory];
m_inventoryItems[inventory] = item;
callLuaField("onInventoryChange", inventory, item, oldItem);
}
}