Implement dash walking and zoom out again

This commit is contained in:
Eduardo Bart
2013-02-26 16:37:02 -03:00
parent 2a225b99b7
commit d0576da69d
9 changed files with 107 additions and 18 deletions

View File

@@ -782,7 +782,7 @@ Point Creature::getDrawOffset()
return drawOffset;
}
int Creature::getStepDuration(bool ignoreDiagonal)
int Creature::getStepDuration(bool ignoreDiagonal, Otc::Direction dir)
{
int speed = m_speed;
if(speed < 1)
@@ -792,7 +792,13 @@ int Creature::getStepDuration(bool ignoreDiagonal)
speed *= 2;
int groundSpeed = 0;
Position tilePos = m_lastStepToPosition;
Position tilePos;
if(dir == Otc::InvalidDirection)
tilePos = m_lastStepToPosition;
else
tilePos = m_position.translatedToDirection(dir);
if(!tilePos.isValid())
tilePos = m_position;
const TilePtr& tile = g_map.getTile(tilePos);

View File

@@ -85,7 +85,7 @@ public:
uint8 getEmblem() { return m_emblem; }
bool isPassable() { return m_passable; }
Point getDrawOffset();
int getStepDuration(bool ignoreDiagonal = false);
int getStepDuration(bool ignoreDiagonal = false, Otc::Direction dir = Otc::InvalidDirection);
Point getWalkOffset() { return m_walkOffset; }
Position getLastStepFromPosition() { return m_lastStepFromPosition; }
Position getLastStepToPosition() { return m_lastStepToPosition; }

View File

@@ -613,6 +613,70 @@ bool Game::walk(Otc::Direction direction)
return true;
}
bool Game::dashWalk(Otc::Direction direction)
{
if(!canPerformGameAction())
return false;
// must cancel follow before any new walk
if(isFollowing())
cancelFollow();
// must cancel auto walking
if(m_localPlayer->isAutoWalking()) {
m_protocolGame->sendStop();
m_localPlayer->stopAutoWalk();
}
if(m_localPlayer->isWalking() && m_dashTimer.ticksElapsed() < std::max<int>(m_localPlayer->getStepDuration(false, direction) - m_ping, 30))
return false;
Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
TilePtr toTile = g_map.getTile(toPos);
// only do prewalks to walkable tiles (like grounds and not walls)
if(toTile && toTile->isWalkable()) {
if(!m_localPlayer->isWalking() && m_localPlayer->getWalkTicksElapsed() >= m_localPlayer->getStepDuration() + 100)
m_localPlayer->preWalk(direction);
// check walk to another floor (e.g: when above 3 parcels)
} else {
// check if can walk to a lower floor
auto canChangeFloorDown = [&]() -> bool {
Position pos = toPos;
if(!pos.down())
return false;
TilePtr toTile = g_map.getTile(pos);
if(toTile && toTile->hasElevation(3))
return true;
return false;
};
// check if can walk to a higher floor
auto canChangeFloorUp = [&]() -> bool {
TilePtr fromTile = m_localPlayer->getTile();
if(!fromTile || !fromTile->hasElevation(3))
return false;
Position pos = toPos;
if(!pos.up())
return false;
TilePtr toTile = g_map.getTile(pos);
if(!toTile || !toTile->isWalkable())
return false;
return true;
};
if(canChangeFloorDown() || canChangeFloorUp() ||
(!toTile || toTile->isEmpty())) {
m_localPlayer->lockWalk();
} else
return false;
}
forceWalk(direction);
m_dashTimer.restart();
m_lastWalkDir = direction;
return true;
}
void Game::autoWalk(std::vector<Otc::Direction> dirs)
{
if(!canPerformGameAction())

View File

@@ -143,6 +143,7 @@ public:
// walk related
bool walk(Otc::Direction direction);
bool dashWalk(Otc::Direction direction);
void autoWalk(std::vector<Otc::Direction> dirs);
void forceWalk(Otc::Direction direction);
void turn(Otc::Direction direction);
@@ -325,6 +326,7 @@ private:
uint m_pingSent;
uint m_pingReceived;
stdext::timer m_pingTimer;
Timer m_dashTimer;
uint m_seq;
int m_pingDelay;
Otc::FightModes m_fightMode;

View File

@@ -149,6 +149,7 @@ void Client::registerLuaFunctions()
g_lua.bindSingletonFunction("g_game", "forceLogout", &Game::forceLogout, &g_game);
g_lua.bindSingletonFunction("g_game", "safeLogout", &Game::safeLogout, &g_game);
g_lua.bindSingletonFunction("g_game", "walk", &Game::walk, &g_game);
g_lua.bindSingletonFunction("g_game", "dashWalk", &Game::dashWalk, &g_game);
g_lua.bindSingletonFunction("g_game", "autoWalk", &Game::autoWalk, &g_game);
g_lua.bindSingletonFunction("g_game", "forceWalk", &Game::forceWalk, &g_game);
g_lua.bindSingletonFunction("g_game", "turn", &Game::turn, &g_game);