diff options
author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-22 19:45:03 +0100 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-22 19:45:56 +0100 |
commit | 0c43d04b438d41c277ae80402d4b4888db1a0b64 (patch) | |
tree | 3aaeb75ecd1bcbe85decedab5f1fa426fe0411e3 /src/localplayer.cpp | |
parent | a7f5eaeb7f643658d356533a608f0f18d85b6d32 (diff) | |
parent | 401802c1d7a1b3d659bdc53a45d9a6292fc1121e (diff) | |
download | mana-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.gz mana-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.bz2 mana-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.xz mana-0c43d04b438d41c277ae80402d4b4888db1a0b64.zip |
Merged the tmwserv client with the eAthena client
This merge involved major changes on both sides, and as such took
several weeks. Lots of things are expected to be broken now, however, we
now have a single code base to improve and extend, which can be compiled
to support either eAthena or tmwserv.
In the coming months, the plan is to work towards a client that supports
both eAthena and tmwserv, without needing to be recompiled.
Conflicts:
Everywhere!
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 531 |
1 files changed, 508 insertions, 23 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index b9654e63..21ee3a22 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -39,44 +39,85 @@ #include "gui/gui.h" #include "gui/ministatus.h" +#ifdef TMWSERV_SUPPORT +#include "effectmanager.h" +#include "guild.h" + +#include "net/gameserver/player.h" +#include "net/chatserver/guild.h" +#include "net/chatserver/party.h" +#endif + +#ifdef EATHENA_SUPPORT #include "net/messageout.h" -#include "net/protocol.h" +#include "net/ea/protocol.h" +#endif #include "resources/animation.h" #include "resources/imageset.h" #include "resources/resourcemanager.h" +#include "utils/gettext.h" #include "utils/stringutils.h" +#ifdef TMWSERV_SUPPORT +const short walkingKeyboardDelay = 100; +#endif + LocalPlayer *player_node = NULL; static const int NAME_X_OFFSET = 15; static const int NAME_Y_OFFSET = 30; +#ifdef TMWSERV_SUPPORT +LocalPlayer::LocalPlayer(): + Player(65535, 0, NULL), + mEquipment(new Equipment), + mAttributeBase(NB_CHARACTER_ATTRIBUTES, -1), + mAttributeEffective(NB_CHARACTER_ATTRIBUTES, -1), + mExpCurrent(CHAR_SKILL_NB, -1), + mExpNext(CHAR_SKILL_NB, -1), + mCharacterPoints(-1), + mCorrectionPoints(-1), + mLevelProgress(0), +#else LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map): Player(id, job, map), mCharId(0), mJobXp(0), - mLevel(0), mJobLevel(0), mXpForNextLevel(0), mJobXpForNextLevel(0), - mHp(0), mMaxHp(0), mMp(0), mMaxMp(0), - mGp(0), + mMp(0), mMaxMp(0), mAttackRange(0), - mTotalWeight(0), mMaxWeight(0), ATK(0), MATK(0), DEF(0), MDEF(0), HIT(0), FLEE(0), ATK_BONUS(0), MATK_BONUS(0), DEF_BONUS(0), MDEF_BONUS(0), FLEE_BONUS(0), mStatPoint(0), mSkillPoint(0), mStatsPointsToAttribute(0), mEquipment(new Equipment), - mXp(0), mNetwork(0), + mNetwork(0), + mXp(0), + mInStorage(false), + mTargetTime(-1), + mLastTarget(-1), +#endif + mLevel(1), + mMoney(0), + mTotalWeight(1), mMaxWeight(1), + mHp(1), mMaxHp(1), mTarget(NULL), mPickUpTarget(NULL), mTrading(false), mGoingToTarget(false), - mTargetTime(-1), mLastAction(-1), - mLastTarget(-1), mWalkingDir(0), + mLastAction(-1), + mWalkingDir(0), mDestX(0), mDestY(0), - mInventory(new Inventory(INVENTORY_SIZE)), - mStorage(new Inventory(STORAGE_SIZE)) +#ifdef TMWSERV_SUPPORT + mLocalWalkTime(-1), +#endif + mInventory(new Inventory(INVENTORY_SIZE)) +#ifdef EATHENA_SUPPORT + , mStorage(new Inventory(STORAGE_SIZE)) +#else + , mExpMessageTime(0) +#endif { // Variable to keep the local player from doing certain actions before a map // is initialized. e.g. drawing a player's name using the TextManager, since @@ -91,7 +132,9 @@ LocalPlayer::LocalPlayer(Uint32 id, Uint16 job, Map *map): LocalPlayer::~LocalPlayer() { delete mInventory; +#ifdef EATHENA_SUPPORT delete mStorage; +#endif for (int i = Being::TC_SMALL; i < Being::NUM_TC; i++) { @@ -104,6 +147,7 @@ LocalPlayer::~LocalPlayer() void LocalPlayer::logic() { +#ifdef EATHENA_SUPPORT switch (mAction) { case STAND: break; @@ -118,7 +162,7 @@ void LocalPlayer::logic() break; case WALK: - mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed; + mFrame = (get_elapsed_time(mWalkTime) * 6) / getWalkSpeed(); if (mFrame >= 6) nextStep(); break; @@ -136,11 +180,30 @@ void LocalPlayer::logic() break; } +#endif // Actions are allowed once per second if (get_elapsed_time(mLastAction) >= 1000) mLastAction = -1; +#ifdef TMWSERV_SUPPORT + // Show XP messages + if (!mExpMessages.empty()) + { + if (mExpMessageTime == 0) + { + const Vector &pos = getPosition(); + particleEngine->addTextRiseFadeOutEffect(mExpMessages.front(), + 0, 128, 255, + gui->getFont(), + (int) pos.x + 16, + (int) pos.y - 16); + mExpMessages.pop_front(); + mExpMessageTime = 30; + } + mExpMessageTime--; + } +#else // Targeting allowed 4 times a second if (get_elapsed_time(mLastTarget) >= 250) mLastTarget = -1; @@ -170,6 +233,7 @@ void LocalPlayer::logic() if (mKeepAttacking && mTarget) attack(mTarget, true); } +#endif Being::logic(); } @@ -198,6 +262,8 @@ void LocalPlayer::setName(const std::string &name) void LocalPlayer::nextStep() { + // TODO: Fix picking up when reaching target (this method is obsolete) + // TODO: Fix holding walking button to keep walking smoothly if (mPath.empty()) { if (mPickUpTarget) @@ -207,10 +273,13 @@ void LocalPlayer::nextStep() walk(mWalkingDir); } + // TODO: Fix automatically walking within range of target, when wanted if (mGoingToTarget && mTarget && withinAttackRange(mTarget)) { mAction = Being::STAND; +#ifdef EATHENA_SUPPORT attack(mTarget, true); +#endif mGoingToTarget = false; mPath.clear(); return; @@ -221,17 +290,99 @@ void LocalPlayer::nextStep() mPath.clear(); } +#ifdef EATHENA_SUPPORT Player::nextStep(); +#endif +} + +#ifdef TMWSERV_SUPPORT +bool LocalPlayer::checkInviteRights(const std::string &guildName) +{ + Guild *guild = getGuild(guildName); + if (guild) + { + return guild->getInviteRights(); + } + + return false; +} + +void LocalPlayer::inviteToGuild(Being *being) +{ + // TODO: Allow user to choose which guild to invite being to + // For now, just invite to the first guild you have permissions to invite with + std::map<int, Guild*>::iterator itr = mGuilds.begin(); + std::map<int, Guild*>::iterator itr_end = mGuilds.end(); + for (; itr != itr_end; ++itr) + { + if (checkInviteRights(itr->second->getName())) + { + Net::ChatServer::Guild::invitePlayer(being->getName(), itr->second->getId()); + return; + } + } +} + +void LocalPlayer::inviteToParty(const std::string &name) +{ + Net::ChatServer::Party::invitePlayer(name); +} + +void LocalPlayer::clearInventory() +{ + mEquipment->clear(); + mInventory->clear(); +} + +void LocalPlayer::setInvItem(int index, int id, int amount) +{ + mInventory->setItem(index, id, amount); +} + +#endif + +void LocalPlayer::moveInvItem(Item *item, int newIndex) +{ + // special case, the old and new cannot copy over each other. + if (item->getInvIndex() == newIndex) + return; + +#ifdef TMWSERV_SUPPORT + Net::GameServer::Player::moveItem( + item->getInvIndex(), newIndex, item->getQuantity()); +#endif + // TODO: eAthena support } void LocalPlayer::equipItem(Item *item) { +#ifdef TMWSERV_SUPPORT + Net::GameServer::Player::equip(item->getInvIndex()); +#else MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_EQUIP); outMsg.writeInt16(item->getInvIndex()); outMsg.writeInt16(0); +#endif } +#ifdef TMWSERV_SUPPORT + +void LocalPlayer::unequipItem(int slot) +{ + Net::GameServer::Player::unequip(slot); + + // Tidy equipment directly to avoid weapon still shown bug, for instance + mEquipment->setEquipment(slot, 0); +} + +void LocalPlayer::useItem(int slot) +{ + Net::GameServer::Player::useItem(slot); +} + +#else + void LocalPlayer::unequipItem(Item *item) { if (!item) @@ -254,48 +405,102 @@ void LocalPlayer::useItem(Item *item) // Note: id is dest of item, usually player_node->account_ID ?? } +#endif + void LocalPlayer::dropItem(Item *item, int quantity) { +#ifdef TMWSERV_SUPPORT + Net::GameServer::Player::drop(item->getInvIndex(), quantity); +#else // TODO: Fix wrong coordinates of drops, serverside? MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_PLAYER_INVENTORY_DROP); outMsg.writeInt16(item->getInvIndex()); outMsg.writeInt16(quantity); +#endif +} + +#ifdef TMWSERV_SUPPORT +void LocalPlayer::splitItem(Item *item, int quantity) +{ + int newIndex = mInventory->getFreeSlot(); + if (newIndex > Inventory::NO_SLOT_INDEX) + { + Net::GameServer::Player::moveItem( + item->getInvIndex(), newIndex, quantity); + } } +#endif void LocalPlayer::pickUp(FloorItem *item) { +#ifdef TMWSERV_SUPPORT + int dx = item->getX() - (int) getPosition().x / 32; + int dy = item->getY() - (int) getPosition().y / 32; +#else int dx = item->getX() - mX; int dy = item->getY() - mY; +#endif if (dx * dx + dy * dy < 4) { +#ifdef TMWSERV_SUPPORT + int id = item->getId(); + Net::GameServer::Player::pickUp(id >> 16, id & 0xFFFF); +#else MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_ITEM_PICKUP); outMsg.writeInt32(item->getId()); +#endif mPickUpTarget = NULL; } else { +#ifdef TMWSERV_SUPPORT + setDestination(item->getX() * 32 + 16, item->getY() * 32 + 16); +#else setDestination(item->getX(), item->getY()); +#endif mPickUpTarget = item; +#ifdef EATHENA_SUPPORT stopAttack(); +#endif } } void LocalPlayer::walk(unsigned char dir) { + // TODO: Evaluate the implementation of this method for tmwserv if (!mMap || !dir) return; +#ifdef TMWSERV_SUPPORT + const Vector &pos = getPosition(); + int dScaler; // Distance to walk +#endif + if (mAction == WALK && !mPath.empty()) { // Just finish the current action, otherwise we get out of sync +#ifdef TMWSERV_SUPPORT + Being::setDestination(pos.x, pos.y); +#else Being::setDestination(mX, mY); +#endif return; } - Sint16 dx = 0, dy = 0; + int dx = 0, dy = 0; +#ifdef TMWSERV_SUPPORT + if (dir & UP) + dy -= 32; + if (dir & DOWN) + dy += 32; + if (dir & LEFT) + dx -= 32; + if (dir & RIGHT) + dx += 32; +#else if (dir & UP) dy--; if (dir & DOWN) @@ -304,26 +509,65 @@ void LocalPlayer::walk(unsigned char dir) dx--; if (dir & RIGHT) dx++; +#endif + // Prevent skipping corners over colliding tiles - if (dx && mMap->tileCollides(mX + dx, mY)) +#ifdef TMWSERV_SUPPORT + if (dx && !mMap->getWalk(((int) pos.x + dx) / 32, + (int) pos.y / 32, getWalkMask())) + dx = 16 - (int) pos.x % 32; + if (dy && !mMap->getWalk((int) pos.x / 32, + ((int) pos.y + dy) / 32, getWalkMask())) + dy = 16 - (int) pos.y % 32; +#else + if (dx && !mMap->getWalk(mX + dx, mY, getWalkMask())) dx = 0; - if (dy && mMap->tileCollides(mX, mY + dy)) + if (dy && !mMap->getWalk(mX, mY + dy, getWalkMask())) dy = 0; +#endif // Choose a straight direction when diagonal target is blocked - if (dx && dy && mMap->tileCollides(mX + dx, mY + dy)) +#ifdef TMWSERV_SUPPORT + if (dx && dy && !mMap->getWalk((pos.x + dx) / 32, + (pos.y + dy) / 32, getWalkMask())) + dx = 16 - (int) pos.x % 32; + + // Checks our path up to 5 tiles, if a blocking tile is found + // We go to the last good tile, and break out of the loop + for (dScaler = 1; dScaler <= 10; dScaler++) + { + if ( (dx || dy) && + !mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32, + ((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) ) + { + dScaler--; + break; + } + } + + if (dScaler >= 0) + { + setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler)); + } +#else + if (dx && dy && !mMap->getWalk(mX + dx, mY + dy, getWalkMask())) dx = 0; // Walk to where the player can actually go - if ((dx || dy) && !mMap->tileCollides(mX + dx, mY + dy)) + if ((dx || dy) && mMap->getWalk(mX + dx, mY + dy, getWalkMask())) { setDestination(mX + dx, mY + dy); } +#endif else if (dir) { // If the being can't move, just change direction - // TODO: Communicate this to the server (waiting on tmwserv) +#ifdef TMWSERV_SUPPORT + Net::GameServer::Player::changeDir(dir); +#else + // TODO: Communicate this to the server +#endif setDirection(dir); } } @@ -335,6 +579,7 @@ Being* LocalPlayer::getTarget() const void LocalPlayer::setTarget(Being *target) { +#ifdef EATHENA_SUPPORT if (mLastTarget != -1 || target == this) return; @@ -352,6 +597,7 @@ void LocalPlayer::setTarget(Being *target) mKeepAttacking = false; mTargetTime = -1; } +#endif if (mTarget) mTarget->untarget(); @@ -365,19 +611,49 @@ void LocalPlayer::setTarget(Being *target) static_cast<Monster *>(target)->showName(true); } +#ifdef TMWSERV_SUPPORT +void LocalPlayer::setDestination(int x, int y) +#else void LocalPlayer::setDestination(Uint16 x, Uint16 y) +#endif { +#ifdef TMWSERV_SUPPORT + // Fix coordinates so that the player does not seem to dig into walls. + const int tx = x / 32; + const int ty = y / 32; + int fx = x % 32; + int fy = y % 32; + + if (fx != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, ty, getWalkMask())) + fx = 16; + if (fy != 16 && !mMap->getWalk(tx, ty + fy / 16 * 2 - 1, getWalkMask())) + fy = 16; + if (fx != 16 && fy != 16 && !mMap->getWalk(tx + fx / 16 * 2 - 1, + ty + fy / 16 * 2 - 1, + getWalkMask())) + fx = 16; + + x = tx * 32 + fx; + y = ty * 32 + fy; +#endif + // Only send a new message to the server when destination changes if (x != mDestX || y != mDestY) { mDestX = x; mDestY = y; +#ifdef TMWSERV_SUPPORT + Net::GameServer::Player::walk(x, y); + //Debugging fire burst + effectManager->trigger(15,x,y); +#else char temp[4] = ""; MessageOut outMsg(mNetwork); set_coordinates(temp, x, y, mDirection); outMsg.writeInt16(0x0085); outMsg.writeString(temp, 3); +#endif } mPickUpTarget = NULL; @@ -389,12 +665,33 @@ void LocalPlayer::setWalkingDir(int dir) mWalkingDir = dir; // If we're not already walking, start walking. - if (mAction != WALK && dir) + if (mAction != WALK && dir +#ifdef TMWSERV_SUPPORT + && get_elapsed_time(mLocalWalkTime) >= walkingKeyboardDelay +#endif + ) { walk(dir); } } +#ifdef TMWSERV_SUPPORT +void LocalPlayer::stopWalking(bool sendToServer) +{ + if (mAction == WALK && mWalkingDir) { + mWalkingDir = 0; + mLocalWalkTime = 0; + Being::setDestination(getPosition().x,getPosition().y); + if (sendToServer) + Net::GameServer::Player::walk(getPosition().x, getPosition().y); + setAction(STAND); + } + + clearPath(); +} +#endif + +#ifdef EATHENA_SUPPORT void LocalPlayer::raiseAttribute(Attribute attr) { MessageOut outMsg(mNetwork); @@ -438,6 +735,7 @@ void LocalPlayer::raiseSkill(Uint16 skillId) outMsg.writeInt16(CMSG_SKILL_LEVELUP_REQUEST); outMsg.writeInt16(skillId); } +#endif void LocalPlayer::toggleSit() { @@ -445,18 +743,23 @@ void LocalPlayer::toggleSit() return; mLastAction = tick_time; - char type; + Being::Action newAction; switch (mAction) { - case STAND: type = 2; break; - case SIT: type = 3; break; + case STAND: newAction = SIT; break; + case SIT: newAction = STAND; break; default: return; } +#ifdef TMWSERV_SUPPORT + setAction(newAction); + Net::GameServer::Player::changeAction(newAction); +#else MessageOut outMsg(mNetwork); outMsg.writeInt16(0x0089); outMsg.writeInt32(0); - outMsg.writeInt8(type); + outMsg.writeInt8((newAction == SIT) ? 2 : 3); +#endif } void LocalPlayer::emote(Uint8 emotion) @@ -465,11 +768,15 @@ void LocalPlayer::emote(Uint8 emotion) return; mLastAction = tick_time; + // XXX Convert for new server +#ifdef EATHENA_SUPPORT MessageOut outMsg(mNetwork); outMsg.writeInt16(0x00bf); outMsg.writeInt8(emotion); +#endif } +#ifdef EATHENA_SUPPORT void LocalPlayer::tradeReply(bool accept) { if (!accept) @@ -479,12 +786,21 @@ void LocalPlayer::tradeReply(bool accept) outMsg.writeInt16(CMSG_TRADE_RESPONSE); outMsg.writeInt8(accept ? 3 : 4); } +#endif void LocalPlayer::trade(Being *being) const { +#ifdef TMWSERV_SUPPORT + extern std::string tradePartnerName; + extern int tradePartnerID; + tradePartnerName = being->getName(); + tradePartnerID = being->getId(); + Net::GameServer::Player::requestTrade(tradePartnerID); +#else MessageOut outMsg(mNetwork); outMsg.writeInt16(CMSG_TRADE_REQUEST); outMsg.writeInt32(being->getId()); +#endif } bool LocalPlayer::tradeRequestOk() const @@ -492,6 +808,65 @@ bool LocalPlayer::tradeRequestOk() const return !mTrading; } +#ifdef TMWSERV_SUPPORT + +void LocalPlayer::attack() +{ + if (mLastAction != -1) + return; + + // Can only attack when standing still + if (mAction != STAND && mAction != ATTACK) + return; + + //Face direction of the target + if(mTarget){ + unsigned char dir = 0; + int x = 0, y = 0; + Vector plaPos = this->getPosition(); + Vector tarPos = mTarget->getPosition(); + x = plaPos.x - tarPos.x; + y = plaPos.y - tarPos.y; + if(abs(x) < abs(y)){ + //Check to see if target is above me or below me + if(y > 0){ + dir = UP; + } else { + dir = DOWN; + } + } else { + //check to see if the target is to the left or right of me + if(x > 0){ + dir = LEFT; + } else { + dir = RIGHT; + } + } + setDirection(dir); + } + + mLastAction = tick_time; + + setAction(ATTACK); + + if (mEquippedWeapon) + { + std::string soundFile = mEquippedWeapon->getSound(EQUIP_EVENT_STRIKE); + if (soundFile != "") sound.playSfx(soundFile); + } + else { + sound.playSfx("sfx/fist-swish.ogg"); + } + Net::GameServer::Player::attack(getSpriteDirection()); +} + +void LocalPlayer::useSpecial(int special) +{ + Net::GameServer::Player::useSpecial(special); +} + +#else + void LocalPlayer::attack(Being *target, bool keep) { mKeepAttacking = keep; @@ -567,13 +942,87 @@ void LocalPlayer::stopAttack() mLastTarget = -1; } +#endif // no TMWSERV_SUPPORT + void LocalPlayer::revive() { + // XXX Convert for new server +#ifdef EATHENA_SUPPORT MessageOut outMsg(mNetwork); outMsg.writeInt16(0x00b2); outMsg.writeInt8(0); +#endif } +#ifdef TMWSERV_SUPPORT + +void LocalPlayer::raiseAttribute(size_t attr) +{ + // we assume that the server allows the change. When not we will undo it later. + mCharacterPoints--; + mAttributeBase.at(attr)++; + Net::GameServer::Player::raiseAttribute(attr + CHAR_ATTR_BEGIN); +} + +void LocalPlayer::lowerAttribute(size_t attr) +{ + // we assume that the server allows the change. When not we will undo it later. + mCorrectionPoints--; + mCharacterPoints++; + mAttributeBase.at(attr)--; + Net::GameServer::Player::lowerAttribute(attr + CHAR_ATTR_BEGIN); +} + +const struct LocalPlayer::SkillInfo& LocalPlayer::getSkillInfo(int skill) +{ + static const SkillInfo skills[CHAR_SKILL_NB + 1] = + { + { _("Unarmed"), "graphics/images/unarmed.png" }, // CHAR_SKILL_WEAPON_NONE + { _("Knife"), "graphics/images/knife.png" }, // CHAR_SKILL_WEAPON_KNIFE + { _("Sword"), "graphics/images/sword.png" }, // CHAR_SKILL_WEAPON_SWORD + { _("Polearm"), "graphics/images/polearm.png" }, // CHAR_SKILL_WEAPON_POLEARM + { _("Staff"), "graphics/images/staff.png" }, // CHAR_SKILL_WEAPON_STAFF + { _("Whip"), "graphics/images/whip.png" }, // CHAR_SKILL_WEAPON_WHIP + { _("Bow"), "graphics/images/bow.png" }, // CHAR_SKILL_WEAPON_BOW + { _("Shooting"), "graphics/images/shooting.png" }, // CHAR_SKILL_WEAPON_SHOOTING + { _("Mace"), "graphics/images/mace.png" }, // CHAR_SKILL_WEAPON_MACE + { _("Axe"), "graphics/images/axe.png" }, // CHAR_SKILL_WEAPON_AXE + { _("Thrown"), "graphics/images/thrown.png" }, // CHAR_SKILL_WEAPON_THROWN + { _("Magic"), "graphics/images/magic.png" }, // CHAR_SKILL_MAGIC_IAMJUSTAPLACEHOLDER + { _("Craft"), "graphics/images/craft.png" }, // CHAR_SKILL_CRAFT_IAMJUSTAPLACEHOLDER + { _("Unknown Skill"), "graphics/images/unknown.png" } + }; + + if ((skill < 0) || (skill > CHAR_SKILL_NB)) + { + return skills[CHAR_SKILL_NB]; + } + else + { + return skills[skill]; + } +} + +void LocalPlayer::setExperience(int skill, int current, int next) +{ + int diff = current - mExpCurrent.at(skill); + if (mMap && mExpCurrent.at(skill) != -1 && diff > 0) + { + const std::string text = toString(diff) + " " + getSkillInfo(skill).name + " xp"; + mExpMessages.push_back(text); + } + + mExpCurrent.at(skill) = current; + mExpNext.at(skill) = next; +} + +std::pair<int, int> LocalPlayer::getExperience(int skill) +{ + return std::pair<int, int> (mExpCurrent.at(skill), mExpNext.at(skill)); +} + +#else + void LocalPlayer::setXp(int xp) { if (mMap && xp > mXp) @@ -581,14 +1030,42 @@ void LocalPlayer::setXp(int xp) const std::string text = toString(xp - mXp) + " xp"; // Show XP number - particleEngine->addTextRiseFadeOutEffect(text, hitYellowFont, + particleEngine->addTextRiseFadeOutEffect(text, + 255, 255, 0, + hitYellowFont, mPx + 16, mPy - 16); } mXp = xp; } +#endif + +int LocalPlayer::getAttackRange() +{ +#ifdef TMWSERV_SUPPORT + Item *weapon = mEquipment->getEquipment(EQUIP_FIGHT1_SLOT); + if (weapon) + { + const ItemInfo info = weapon->getInfo(); + return info.getAttackRange(); + } + return 32; // unarmed range +#else + return mAttackRange; +#endif +} + bool LocalPlayer::withinAttackRange(Being *target) { +#ifdef TMWSERV_SUPPORT + const Vector &targetPos = target->getPosition(); + const Vector &pos = getPosition(); + const int dx = abs(targetPos.x - pos.x); + const int dy = abs(targetPos.y - pos.y); + const int range = getAttackRange(); + + return !(dx > range || dy > range); +#else int dist_x = abs(target->mX - mX); int dist_y = abs(target->mY - mY); @@ -598,14 +1075,22 @@ bool LocalPlayer::withinAttackRange(Being *target) } return true; +#endif } void LocalPlayer::setGotoTarget(Being *target) { +#ifdef TMWSERV_SUPPORT + mTarget = target; + mGoingToTarget = true; + const Vector &targetPos = target->getPosition(); + setDestination(targetPos.x, targetPos.y); +#else mLastTarget = -1; setTarget(target); mGoingToTarget = true; setDestination(target->mX, target->mY); +#endif } |