190 lines
5.8 KiB
C++
190 lines
5.8 KiB
C++
/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "localplayer.h"
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#include "map.h"
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#include "game.h"
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#include "tile.h"
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LocalPlayer::LocalPlayer()
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{
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m_preWalking = false;
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m_canReportBugs = false;
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m_known = false;
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m_walkLocked = false;
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m_lastPrewalkDone = true;
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m_icons = 0;
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}
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void LocalPlayer::lockWalk()
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{
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// prevents double locks
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if(m_walkLocked)
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return;
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m_walkLocked = true;
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m_walkLockTimer.restart();
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}
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void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
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{
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Otc::Direction direction = oldPos.getDirectionFromPosition(newPos);
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// a prewalk was going on
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if(m_preWalking) {
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// switch to normal walking
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m_preWalking = false;
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m_lastPrewalkDone = true;
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// if is to the destination, updates it preserving the animation
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if(newPos == m_lastPrewalkDestionation) {
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// walk started by prewalk could already be finished by now
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updateWalk();
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// was to another direction, replace the walk
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} else
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Creature::walk(oldPos, newPos);
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} else
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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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// start walking to direction
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Position newPos = m_pos + Position::getPosFromDirection(direction);
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m_preWalking = true;
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m_lastPrewalkDone = false;
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m_lastPrewalkDestionation = newPos;
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Creature::walk(m_pos, newPos);
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}
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bool LocalPlayer::canWalk(Otc::Direction direction)
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{
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// cannot walk while already walking
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if(m_walking)
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return false;
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// avoid doing more walks than wanted when receiving a lot of walks from server
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if(!m_lastPrewalkDone)
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return false;
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// cannot walk while locked
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if(m_walkLocked && m_walkLockTimer.ticksElapsed() <= WALK_LOCK_INTERVAL)
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return false;
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else
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m_walkLocked = false;
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// check for blockable tiles in the walk direction
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TilePtr tile = g_map.getTile(m_pos + Position::getPosFromDirection(direction));
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if(!tile || !tile->isWalkable()) {
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g_game.processTextMessage("statusSmall", "Sorry, not possible.");
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return false;
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}
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return true;
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}
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void LocalPlayer::cancelWalk(Otc::Direction direction)
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{
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// only cancel client side walks
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if(m_walking && m_preWalking)
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stopWalk();
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m_lastPrewalkDone = true;
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// turn to the cancel direction
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if(direction != Otc::InvalidDirection)
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setDirection(direction);
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}
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void LocalPlayer::stopWalk()
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{
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Creature::stopWalk();
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m_lastPrewalkDestionation = Position();
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}
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void LocalPlayer::updateWalkOffset(int totalPixelsWalked)
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{
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// pre walks offsets are calculated in the oposite direction
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if(m_preWalking) {
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m_walkOffset = Point(0,0);
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if(m_direction == Otc::North || m_direction == Otc::NorthEast || m_direction == Otc::NorthWest)
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m_walkOffset.y = -totalPixelsWalked;
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else if(m_direction == Otc::South || m_direction == Otc::SouthEast || m_direction == Otc::SouthWest)
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m_walkOffset.y = totalPixelsWalked;
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if(m_direction == Otc::East || m_direction == Otc::NorthEast || m_direction == Otc::SouthEast)
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m_walkOffset.x = totalPixelsWalked;
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else if(m_direction == Otc::West || m_direction == Otc::NorthWest || m_direction == Otc::SouthWest)
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m_walkOffset.x = -totalPixelsWalked;
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} else
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Creature::updateWalkOffset(totalPixelsWalked);
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}
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void LocalPlayer::updateWalk()
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{
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float walkTicksPerPixel = m_walkInterval / 32.0f;
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int totalPixelsWalked = std::min(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f);
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// update walk animation and offsets
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updateWalkAnimation(totalPixelsWalked);
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updateWalkOffset(totalPixelsWalked);
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// terminate walk only when client and server side walk are complated
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if(m_walking && !m_preWalking && m_walkTimer.ticksElapsed() >= m_walkInterval)
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terminateWalk();
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}
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void LocalPlayer::terminateWalk()
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{
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Creature::terminateWalk();
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m_preWalking = false;
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}
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void LocalPlayer::setAttackingCreature(const CreaturePtr& creature)
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{
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// clear current attacking creature
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if(m_attackingCreature) {
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m_attackingCreature->hideStaticSquare();
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m_attackingCreature = nullptr;
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}
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// set the new attacking creature
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if(creature) {
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creature->showStaticSquare(Fw::red);
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m_attackingCreature = creature;
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}
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}
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void LocalPlayer::setFollowingCreature(const CreaturePtr& creature)
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{
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// clear current following creature
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if(m_followingCreature) {
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m_followingCreature->hideStaticSquare();
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m_followingCreature = nullptr;
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}
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// set the new attacking creature
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if(creature) {
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creature->showStaticSquare(Fw::green);
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m_followingCreature = creature;
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}
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}
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