Adjusted chase modes to work correctly, added new option for auto chase override. Fixed NPC speak messages to appear in the correct position.
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6a85c31a77
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4453242bee
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@ -25,3 +25,4 @@ CMakeLists.txt.user*
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/modules/myconfig.otml
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/modules/myconfig.otml
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/modules/myotclientrc.lua
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/modules/myotclientrc.lua
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!.gitignore
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!.gitignore
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otclient.map
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@ -3,6 +3,10 @@ Panel
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id: classicControl
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id: classicControl
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!text: tr('Classic control')
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!text: tr('Classic control')
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OptionCheckBox
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id: autoChaseOverride
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!text: tr('Allow auto chase override')
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OptionCheckBox
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OptionCheckBox
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id: showInfoMessagesInConsole
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id: showInfoMessagesInConsole
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!text: tr('Show info messages in console')
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!text: tr('Show info messages in console')
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@ -5,6 +5,7 @@ local defaultOptions = {
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showfps = true,
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showfps = true,
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fullscreen = false,
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fullscreen = false,
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classicControl = false,
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classicControl = false,
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autoChaseOverride = true,
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showStatusMessagesInConsole = true,
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showStatusMessagesInConsole = true,
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showEventMessagesInConsole = true,
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showEventMessagesInConsole = true,
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showInfoMessagesInConsole = true,
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showInfoMessagesInConsole = true,
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@ -144,7 +145,9 @@ function Options.setOption(key, value)
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value = 0
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value = 0
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end
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end
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if graphicsPanel then graphicsPanel:getChildById('backgroundFrameRateLabel'):setText(tr('Game framerate limit: %s', text)) end
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if graphicsPanel then
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graphicsPanel:getChildById('backgroundFrameRateLabel'):setText(tr('Game framerate limit: %s', text))
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end
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g_app.setBackgroundPaneMaxFps(value)
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g_app.setBackgroundPaneMaxFps(value)
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elseif key == 'foregroundFrameRate' then
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elseif key == 'foregroundFrameRate' then
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local text = value
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local text = value
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@ -153,7 +156,9 @@ function Options.setOption(key, value)
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value = 0
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value = 0
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end
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end
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if graphicsPanel then graphicsPanel:getChildById('foregroundFrameRateLabel'):setText(tr('Interface framerate limit: %s', text)) end
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if graphicsPanel then
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graphicsPanel:getChildById('foregroundFrameRateLabel'):setText(tr('Interface framerate limit: %s', text))
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end
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g_app.setForegroundPaneMaxFps(value)
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g_app.setForegroundPaneMaxFps(value)
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elseif key == 'painterEngine' then
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elseif key == 'painterEngine' then
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g_graphics.selectPainterEngine(value)
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g_graphics.selectPainterEngine(value)
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@ -64,7 +64,8 @@ function CombatControls.init()
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onGameEnd = CombatControls.offline,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update
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onSafeFightChange = CombatControls.update,
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onWalk = CombatControls.check
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})
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})
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if g_game.isOnline() then
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if g_game.isOnline() then
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@ -97,7 +98,8 @@ function CombatControls.terminate()
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onGameEnd = CombatControls.offline,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update
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onSafeFightChange = CombatControls.update,
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onWalk = CombatControls.check
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})
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})
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CombatControls = nil
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CombatControls = nil
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@ -120,6 +122,14 @@ function CombatControls.update()
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safeFightButton:setChecked(not safeFight)
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safeFightButton:setChecked(not safeFight)
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end
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end
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function CombatControls.check()
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if(Options.getOption('autoChaseOverride')) then
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if(g_game.isAttacking() and g_game.getChaseMode() == ChaseOpponent) then
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g_game.setChaseMode(DontChase)
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end
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end
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end
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function CombatControls.online()
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function CombatControls.online()
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combatControlsWindow:setVisible(combatControlsButton:isOn())
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combatControlsWindow:setVisible(combatControlsButton:isOn())
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CombatControls.update()
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CombatControls.update()
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@ -94,7 +94,9 @@ local function onCreatureSpeak(name, level, speaktype, message, channelId, creat
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if speaktype.private then
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if speaktype.private then
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Console.addPrivateText(composedMessage, speaktype, name, false, name)
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Console.addPrivateText(composedMessage, speaktype, name, false, name)
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if Options.getOption('showPrivateMessagesOnScreen') then
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if Options.getOption('showPrivateMessagesOnScreen') then
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TextMessage.displayPrivate(name .. ':\n' .. message)
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if(speakType.speakType ~= privateNpcToPlayer) then
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TextMessage.displayPrivate(name .. ':\n' .. message)
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end
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end
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end
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else
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else
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local channel = tr('Default')
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local channel = tr('Default')
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@ -161,7 +161,9 @@ void Game::processTextMessage(const std::string& type, const std::string& messag
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void Game::processCreatureSpeak(const std::string& name, int level, Otc::SpeakType type, const std::string& message, int channelId, const Position& creaturePos)
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void Game::processCreatureSpeak(const std::string& name, int level, Otc::SpeakType type, const std::string& message, int channelId, const Position& creaturePos)
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{
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{
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if(creaturePos.isValid() && (type == Otc::SpeakSay || type == Otc::SpeakWhisper || type == Otc::SpeakYell || type == Otc::SpeakMonsterSay || type == Otc::SpeakMonsterYell)) {
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if(creaturePos.isValid() && (type == Otc::SpeakSay || type == Otc::SpeakWhisper || type == Otc::SpeakYell
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|| type == Otc::SpeakMonsterSay || type == Otc::SpeakMonsterYell || type == Otc::SpeakPrivateNpcToPlayer))
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{
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StaticTextPtr staticText = StaticTextPtr(new StaticText);
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StaticTextPtr staticText = StaticTextPtr(new StaticText);
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staticText->addMessage(name, type, message);
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staticText->addMessage(name, type, message);
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g_map.addThing(staticText, creaturePos);
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g_map.addThing(staticText, creaturePos);
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@ -456,6 +458,8 @@ void Game::walk(Otc::Direction direction)
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m_localPlayer->lockWalk();
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m_localPlayer->lockWalk();
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forceWalk(direction);
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forceWalk(direction);
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g_lua.callGlobalField("g_game", "onWalk", direction);
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}
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}
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void Game::autoWalk(const std::vector<Otc::Direction>& dirs)
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void Game::autoWalk(const std::vector<Otc::Direction>& dirs)
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@ -487,6 +491,8 @@ void Game::autoWalk(const std::vector<Otc::Direction>& dirs)
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nextDirs.erase(nextDirs.begin());
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nextDirs.erase(nextDirs.begin());
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if(nextDirs.size() > 0)
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if(nextDirs.size() > 0)
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m_protocolGame->sendAutoWalk(nextDirs);
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m_protocolGame->sendAutoWalk(nextDirs);
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g_lua.callGlobalField("g_game", "onAutoWalk", direction);
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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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@ -494,9 +500,6 @@ void Game::forceWalk(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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// always cancel chasing attacks
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setChaseMode(Otc::DontChase);
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switch(direction) {
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switch(direction) {
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case Otc::North:
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case Otc::North:
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m_protocolGame->sendWalkNorth();
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m_protocolGame->sendWalkNorth();
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