diff options
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r-- | src/localplayer.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp index cb648f63..d418ac7d 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -51,9 +51,9 @@ LocalPlayer::~LocalPlayer() void LocalPlayer::logic() { - switch (action) { + switch (mAction) { case WALK: - mFrame = (get_elapsed_time(walk_time) * 6) / mWalkSpeed; + mFrame = (get_elapsed_time(mWalkTime) * 6) / mWalkSpeed; if (mFrame >= 6) { nextStep(); } @@ -65,7 +65,7 @@ void LocalPlayer::logic() { frames = 5; } - mFrame = (get_elapsed_time(walk_time) * frames) / aspd; + mFrame = (get_elapsed_time(mWalkTime) * frames) / mAttackSpeed; if (mFrame >= frames) { nextStep(); attack(); @@ -155,8 +155,8 @@ void LocalPlayer::dropItem(Item *item, int quantity) void LocalPlayer::pickUp(FloorItem *item) { - int dx = item->getX() - x; - int dy = item->getY() - y; + int dx = item->getX() - mX; + int dy = item->getY() - mY; if (dx * dx + dy * dy < 4) { MessageOut outMsg(mNetwork); @@ -175,10 +175,10 @@ void LocalPlayer::walk(unsigned char dir) if (!mMap || !dir) return; - if (action == WALK) + if (mAction == WALK) { // Just finish the current action, otherwise we get out of sync - Being::setDestination(x, y); + Being::setDestination(mX, mY); return; } @@ -193,25 +193,25 @@ void LocalPlayer::walk(unsigned char dir) dx++; // Prevent skipping corners over colliding tiles - if (dx && mMap->tileCollides(x + dx, y)) + if (dx && mMap->tileCollides(mX + dx, mY)) dx = 0; - if (dy && mMap->tileCollides(x, y + dy)) + if (dy && mMap->tileCollides(mX, mY + dy)) dy = 0; // Choose a straight direction when diagonal target is blocked - if (dx && dy && !mMap->getWalk(x + dx, y + dy)) + if (dx && dy && !mMap->getWalk(mX + dx, mY + dy)) dx = 0; // Walk to where the player can actually go - if ((dx || dy) && mMap->getWalk(x + dx, y + dy)) + if ((dx || dy) && mMap->getWalk(mX + dx, mY + dy)) { - setDestination(x + dx, y + dy); + setDestination(mX + dx, mY + dy); } else if (dir) { // Update the player direction to where he wants to walk // Warning: Not communicated to the server yet - direction = dir; + mDirection = dir; } } @@ -219,7 +219,7 @@ void LocalPlayer::setDestination(Uint16 x, Uint16 y) { char temp[3]; MessageOut outMsg(mNetwork); - set_coordinates(temp, x, y, direction); + set_coordinates(temp, mX, mY, mDirection); outMsg.writeInt16(0x0085); outMsg.writeString(temp, 3); @@ -264,7 +264,7 @@ void LocalPlayer::raiseAttribute(Attribute attr) void LocalPlayer::raiseSkill(Uint16 skillId) { - if (skillPoint <= 0) + if (mSkillPoint <= 0) return; MessageOut outMsg(mNetwork); @@ -279,7 +279,7 @@ void LocalPlayer::toggleSit() mLastAction = tick_time; char type; - switch (action) + switch (mAction) { case STAND: type = 2; break; case SIT: type = 3; break; @@ -328,7 +328,7 @@ bool LocalPlayer::tradeRequestOk() const void LocalPlayer::attack(Being *target, bool keep) { // Can only attack when standing still - if (action != STAND) + if (mAction != STAND) return; if (keep && target) @@ -339,29 +339,29 @@ void LocalPlayer::attack(Being *target, bool keep) if (!target) return; - int dist_x = target->x - x; - int dist_y = target->y - y; + int dist_x = target->mX - mX; + int dist_y = target->mY - mY; if (abs(dist_y) >= abs(dist_x)) { if (dist_y > 0) - direction = DOWN; + mDirection = DOWN; else - direction = UP; + mDirection = UP; } else { if (dist_x > 0) - direction = RIGHT; + mDirection = RIGHT; else - direction = LEFT; + mDirection = LEFT; } // Implement charging attacks here - lastAttackTime = 0; + mLastAttackTime = 0; - action = ATTACK; - walk_time = tick_time; + mAction = ATTACK; + mWalkTime = tick_time; if (getWeapon() == 2) sound.playSfx("sfx/bow_shoot_1.ogg"); else |