more autowalk rework
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05d6e8c3e1
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250e9ac238
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@ -49,7 +49,6 @@ void Game::resetGameStates()
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m_denyBotCall = false;
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m_denyBotCall = false;
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#endif
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#endif
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m_dead = false;
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m_dead = false;
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m_autoWalking = false;
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m_serverBeat = 50;
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m_serverBeat = 50;
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m_canReportBugs = false;
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m_canReportBugs = false;
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m_fightMode = Otc::FightBalanced;
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m_fightMode = Otc::FightBalanced;
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@ -255,9 +254,8 @@ void Game::processCreatureTeleport(const CreaturePtr& creature)
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creature->stopWalk();
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creature->stopWalk();
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// locks the walk for a while when teleporting
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// locks the walk for a while when teleporting
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if(creature == m_localPlayer) {
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if(creature == m_localPlayer)
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m_localPlayer->lockWalk();
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m_localPlayer->lockWalk();
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}
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}
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}
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void Game::processChannelList(const std::vector<std::tuple<int, std::string>>& channelList)
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void Game::processChannelList(const std::vector<std::tuple<int, std::string>>& channelList)
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@ -394,12 +392,10 @@ void Game::processAttackCancel()
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void Game::processWalkCancel(Otc::Direction direction)
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void Game::processWalkCancel(Otc::Direction direction)
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{
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{
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m_localPlayer->cancelWalk(direction);
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if(m_localPlayer->isAutoWalking())
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m_protocolGame->sendStop();
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if(m_autoWalking) {
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m_localPlayer->cancelWalk(direction);
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m_protocolGame->sendAutoWalk(std::vector<Otc::Direction>());
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m_autoWalking = false;
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}
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}
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}
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void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldName, const std::string& worldHost, int worldPort, const std::string& characterName)
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void Game::loginWorld(const std::string& account, const std::string& password, const std::string& worldName, const std::string& worldHost, int worldPort, const std::string& characterName)
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@ -445,19 +441,20 @@ void Game::walk(Otc::Direction direction)
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if(!canPerformGameAction())
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if(!canPerformGameAction())
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return;
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return;
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// must cancel follow before any new walk
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if(isFollowing())
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if(isFollowing())
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cancelFollow();
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cancelFollow();
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if(m_autoWalking) {
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// msut cancel auto walking and wait next try
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m_protocolGame->sendAutoWalk(std::vector<Otc::Direction>(1, direction));
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if(m_localPlayer->isAutoWalking()) {
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m_autoWalking = false;
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m_protocolGame->sendStop();
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return;
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return;
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}
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}
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if(!m_localPlayer->canWalk(direction))
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if(!m_localPlayer->canWalk(direction))
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return;
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return;
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// only do prewalks to walkable tiles
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// only do prewalks to walkable tiles (like grounds and not walls)
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TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
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TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
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if(toTile && toTile->isWalkable())
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if(toTile && toTile->isWalkable())
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m_localPlayer->preWalk(direction);
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m_localPlayer->preWalk(direction);
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@ -472,28 +469,23 @@ void Game::autoWalk(const std::vector<Otc::Direction>& dirs)
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if(!canPerformGameAction())
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if(!canPerformGameAction())
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return;
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return;
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if(dirs.size() == 1 && !m_autoWalking) {
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// protocol limits walk path up to 255 directions
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if(dirs.size() > 255) {
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g_logger.error("Auto walk path too great, the maximum number of directions is 255");
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return;
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}
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// actually do a normal walking when dirs have size == 1
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if(dirs.size() == 1) {
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walk(dirs.front());
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walk(dirs.front());
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return;
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return;
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}
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}
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if(dirs.size() > 255)
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// must cancel follow before any new walk
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return;
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if(isFollowing())
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if(isFollowing())
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cancelFollow();
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cancelFollow();
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m_protocolGame->sendAutoWalk(dirs);
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m_protocolGame->sendAutoWalk(dirs);
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m_autoWalking = true;
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}
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void Game::stopAutoWalk()
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{
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if(!canPerformGameAction())
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return;
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m_protocolGame->sendAutoWalk(std::vector<Otc::Direction>());
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m_autoWalking = false;
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}
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}
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void Game::forceWalk(Otc::Direction direction)
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void Game::forceWalk(Otc::Direction direction)
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@ -563,7 +555,6 @@ void Game::stop()
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cancelFollow();
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cancelFollow();
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m_protocolGame->sendStop();
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m_protocolGame->sendStop();
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m_autoWalking = false;
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}
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}
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void Game::look(const ThingPtr& thing)
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void Game::look(const ThingPtr& thing)
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@ -129,7 +129,6 @@ public:
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// walk related
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// walk related
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void walk(Otc::Direction direction);
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void walk(Otc::Direction direction);
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void autoWalk(const std::vector<Otc::Direction>& dirs);
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void autoWalk(const std::vector<Otc::Direction>& dirs);
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void stopAutoWalk();
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void forceWalk(Otc::Direction direction);
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void forceWalk(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void stop();
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void stop();
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@ -278,7 +277,6 @@ private:
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bool m_denyBotCall;
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bool m_denyBotCall;
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bool m_dead;
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bool m_dead;
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bool m_autoWalking;
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int m_serverBeat;
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int m_serverBeat;
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Otc::FightModes m_fightMode;
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Otc::FightModes m_fightMode;
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Otc::ChaseModes m_chaseMode;
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Otc::ChaseModes m_chaseMode;
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@ -24,12 +24,14 @@
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#include "map.h"
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#include "map.h"
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#include "game.h"
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#include "game.h"
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#include "tile.h"
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#include "tile.h"
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#include <framework/core/eventdispatcher.h>
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LocalPlayer::LocalPlayer()
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LocalPlayer::LocalPlayer()
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{
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{
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m_preWalking = false;
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m_preWalking = false;
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m_walkLocked = false;
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m_walkLocked = false;
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m_lastPrewalkDone = true;
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m_lastPrewalkDone = true;
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m_autoWalking = false;
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m_known = false;
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m_known = false;
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m_states = 0;
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m_states = 0;
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@ -95,8 +97,15 @@ void LocalPlayer::walk(const Position& oldPos, const Position& newPos)
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// was to another direction, replace the walk
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// was to another direction, replace the walk
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} else
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} else
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Creature::walk(oldPos, newPos);
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Creature::walk(oldPos, newPos);
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} else
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}
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// no prewalk was going on, this must be an server side automated walk
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else {
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m_autoWalking = true;
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if(m_autoWalkEndEvent)
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m_autoWalkEndEvent->cancel();
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Creature::walk(oldPos, newPos);
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Creature::walk(oldPos, newPos);
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}
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}
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}
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void LocalPlayer::preWalk(Otc::Direction direction)
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void LocalPlayer::preWalk(Otc::Direction direction)
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@ -104,6 +113,10 @@ void LocalPlayer::preWalk(Otc::Direction direction)
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// start walking to direction
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// start walking to direction
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Position newPos = m_position.translatedToDirection(direction);
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Position newPos = m_position.translatedToDirection(direction);
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m_preWalking = true;
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m_preWalking = true;
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if(m_autoWalkEndEvent)
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m_autoWalkEndEvent->cancel();
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m_lastPrewalkDone = false;
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m_lastPrewalkDone = false;
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m_lastPrewalkDestionation = newPos;
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m_lastPrewalkDestionation = newPos;
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Creature::walk(m_position, newPos);
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Creature::walk(m_position, newPos);
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@ -124,7 +137,7 @@ void LocalPlayer::cancelWalk(Otc::Direction direction)
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void LocalPlayer::stopWalk()
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void LocalPlayer::stopWalk()
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{
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{
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Creature::stopWalk();
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Creature::stopWalk(); // will call terminateWalk
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m_lastPrewalkDone = true;
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m_lastPrewalkDone = true;
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m_lastPrewalkDestionation = Position();
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m_lastPrewalkDestionation = Position();
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}
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}
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@ -166,6 +179,16 @@ void LocalPlayer::terminateWalk()
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{
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{
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Creature::terminateWalk();
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Creature::terminateWalk();
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m_preWalking = false;
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m_preWalking = false;
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auto self = asLocalPlayer();
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if(m_autoWalking) {
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if(m_autoWalkEndEvent)
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m_autoWalkEndEvent->cancel();
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m_autoWalkEndEvent = g_eventDispatcher.scheduleEvent([self] {
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self->m_autoWalking = false;
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}, 100);
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}
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}
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}
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void LocalPlayer::setStates(int states)
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void LocalPlayer::setStates(int states)
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@ -71,6 +71,7 @@ public:
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bool isKnown() { return m_known; }
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bool isKnown() { return m_known; }
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bool isPreWalking() { return m_preWalking; }
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bool isPreWalking() { return m_preWalking; }
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bool isAutoWalking() { return m_autoWalking; }
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LocalPlayerPtr asLocalPlayer() { return std::static_pointer_cast<LocalPlayer>(shared_from_this()); }
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LocalPlayerPtr asLocalPlayer() { return std::static_pointer_cast<LocalPlayer>(shared_from_this()); }
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@ -92,9 +93,11 @@ private:
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bool m_preWalking;
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bool m_preWalking;
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bool m_lastPrewalkDone;
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bool m_lastPrewalkDone;
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bool m_walkLocked;
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bool m_walkLocked;
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bool m_autoWalking;
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Position m_lastPrewalkDestionation;
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Position m_lastPrewalkDestionation;
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Timer m_walkLockTimer;
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Timer m_walkLockTimer;
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ItemPtr m_inventoryItems[Otc::LastInventory];
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ItemPtr m_inventoryItems[Otc::LastInventory];
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ScheduledEventPtr m_autoWalkEndEvent;
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std::array<int, Otc::LastSkill> m_skillsLevel;
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std::array<int, Otc::LastSkill> m_skillsLevel;
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std::array<int, Otc::LastSkill> m_skillsLevelPercent;
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std::array<int, Otc::LastSkill> m_skillsLevelPercent;
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@ -98,7 +98,6 @@ void OTClient::init(const std::vector<std::string>& args)
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g_modules.ensureModuleLoaded("game");
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g_modules.ensureModuleLoaded("game");
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// addons 1000-9999
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// addons 1000-9999
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g_modules.autoLoadModules(9999);
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g_modules.autoLoadModules(9999);
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g_map.load();
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// load otclientrc.lua
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// load otclientrc.lua
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if(g_resources.fileExists("/otclientrc.lua")) {
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if(g_resources.fileExists("/otclientrc.lua")) {
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