Fixed an issue with the battle list filter.
More work on the minimap, interface changes, fixed direction controls, fixed reseting, fixed some draw things (needs some more work to finish). Fixed a bug in the battle list causing Battle.onFollow(creature) to execute when there was no follow.
This commit is contained in:
parent
c8d9833444
commit
902ce06e88
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@ -27,3 +27,4 @@ CMakeLists.txt.user*
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/modules/myotclientrc.lua
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!.gitignore
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otclient.map
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otclient.layout
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@ -130,13 +130,13 @@ function Battle.doCreatureFitFilters(creature)
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local hideSkulls = hideSkullsButton:isChecked()
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local hideParty = hidePartyButton:isChecked()
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if hidePlayers and not creature:asMonster() and not creature:asNpc() then
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if hidePlayers and creature:asPlayer() then
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return false
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elseif hideNPCs and creature:asNpc() then
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return false
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elseif hideMonsters and creature:asMonster() then
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return false
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elseif hideSkulls and creature:getSkull() == SkullNone then
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elseif hideSkulls and creature:asPlayer() and creature:getSkull() == SkullNone then
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return false
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elseif hideParty and creature:getShield() > ShieldWhiteBlue then
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return false
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@ -359,6 +359,7 @@ function Battle.checkBattleButton(battleButton)
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end
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if battleButton.isTarget or battleButton.isFollowed then
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-- set new last battle button switched
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if lastBattleButtonSwitched and lastBattleButtonSwitched ~= battleButton then
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lastBattleButtonSwitched.isTarget = false
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lastBattleButtonSwitched.isFollowed = false
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@ -30,9 +30,16 @@ function onMinimapMouseWheel(self, mousePos, direction)
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end
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end
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--[[
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Known Issue (TODO):
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If you move the minimap compass directions and
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you change floor it will not update the minimap.
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]]
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-- public functions
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function Minimap.init()
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connect(g_game, { onGameStart = Minimap.reset })
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connect(g_game, { onGameStart = Minimap.reset,
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onForceWalk = Minimap.center } )
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g_keyboard.bindKeyDown('Ctrl+M', Minimap.toggle)
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minimapButton = TopMenu.addGameToggleButton('minimapButton', tr('Minimap') .. ' (Ctrl+M)', 'minimap.png', Minimap.toggle)
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@ -70,7 +77,9 @@ function Minimap.init()
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end
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function Minimap.terminate()
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disconnect(g_game, { onGameStart = Minimap.reset })
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disconnect(g_game, { onGameStart = Minimap.reset,
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onForceWalk = Minimap.center } )
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g_keyboard.unbindKeyDown('Ctrl+M')
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minimapButton:destroy()
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@ -102,6 +111,12 @@ function Minimap.reset()
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minimapWidget:setZoom(DEFAULT_ZOOM)
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end
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function Minimap.center()
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local player = g_game.getLocalPlayer()
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if not player then return end
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minimapWidget:followCreature(player)
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end
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function Minimap.isClickInRange(position, fromPosition, toPosition)
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return (position.x >= fromPosition.x and position.y >= fromPosition.y and position.x <= toPosition.x and position.y <= toPosition.y)
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end
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@ -111,33 +126,24 @@ compassZones.west = {x = 0, y = 30, posx = -1, posy = 0}
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compassZones.north = {x = 30, y = 0, posx = 0, posy = -1}
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compassZones.south = {x = 30, y = 57, posx = 0, posy = 1}
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compassZones.east = {x = 57, y = 30, posx = 1, posy = 0}
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compassZones.center = {x = 30, y = 30, posx = 0, posy = 0, center = true}
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function Minimap.compassClick(self, mousePos)
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local compassPos = self:getRect()
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local pos = {x = mousePos.x-compassPos.x, y = mousePos.y-compassPos.y}
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local move = {x = 0, y = 0}
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local center = false
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for i,v in pairs(compassZones) do
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local lowPos = {x = v.x-15, y = v.y-15}
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local highPos = {x = v.x+15, y = v.y+15}
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if Minimap.isClickInRange(pos, lowPos, highPos) then
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move.x = move.x + v.posx * minimapWidget:getZoom()/10
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move.y = move.y + v.posy * minimapWidget:getZoom()/10
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if v.center then center = true end
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break
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end
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end
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if center then
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local player = g_game.getLocalPlayer()
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if not player then return end
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minimapWidget:followCreature(player)
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else
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local cameraPos = minimapWidget:getCameraPosition()
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local pos = {x = cameraPos.x + move.x, y = cameraPos.y + move.y, z = cameraPos.z}
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minimapWidget:setCameraPosition(pos)
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end
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end
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function Minimap.onButtonClick(id)
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if id == "zoomIn" then
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@ -1,3 +1,30 @@
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MapControl < Button
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size: 16 16
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$pressed:
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image-clip: 0 0 16 16
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$hover !pressed:
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image-clip: 0 16 16 16
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$!pressed !hover:
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image-clip: 0 32 16 16
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$disabled:
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image-color: #ffffff88
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FloorUpControl < MapControl
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image-source: /game_minimap/floor_up.png
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FloorDownControl < MapControl
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image-source: /game_minimap/floor_down.png
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//ZoomOutControl < MapControl
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//image-source: /game_minimap/zoom_out.png
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//ZoomInControl < MapControl
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//image-source: /game_minimap/zoom_in.png
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MiniWindow
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id: minimapWindow
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!text: tr('Minimap')
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@ -17,46 +44,74 @@ MiniWindow
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UIButton
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id: compass
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image-source: /game_minimap/compass.png
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color: #ffffff
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anchors.left: minimap.right
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anchors.top: minimap.top
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size: 60 60
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margin-top: 3
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margin-left: 5
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@onClick: function(...) Minimap.compassClick(...) end
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UIButton
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id: compassReset
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text: Reset
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font: verdana-11px-rounded
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anchors.left: compass.left
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anchors.top: compass.top
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margin-top: 25
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margin-left: 14
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@onClick: function(...) Minimap.center(...) end
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$pressed:
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color: #eb9f4f88
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margin-top: 26
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margin-left: 15
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$hover !pressed:
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color: #eb9f4f
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$!pressed !hover:
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color: #ffffff
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margin-top: 25
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margin-left: 14
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$disabled:
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image-color: #ffffff88
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Button
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id: zoomOut
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text: -
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size: 20 20
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font: terminus-14px-bold
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size: 16 16
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anchors.left: minimap.right
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anchors.top: compass.bottom
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margin-top: 5
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margin-left: 15
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margin-top: 10
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margin-left: 10
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enabled: true
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@onClick: Minimap.onButtonClick(self:getId())
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Button
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id: zoomIn
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text: +
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size: 20 20
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size: 16 16
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anchors.left: zoomOut.left
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anchors.top: zoomOut.bottom
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margin-top: 2
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margin-top: 4
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enabled: true
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@onClick: Minimap.onButtonClick(self:getId())
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Button
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FloorUpControl
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id: levelUp
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text: /\
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size: 20 20
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anchors.left: zoomOut.right
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anchors.top: zoomOut.top
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margin-left: 2
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margin-left: 15
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enabled: true
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@onClick: Minimap.onButtonClick(self:getId())
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Button
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FloorDownControl
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id: levelDown
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text: \/
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size: 20 20
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anchors.left: zoomIn.right
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anchors.top: zoomIn.top
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margin-left: 2
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margin-left: 15
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enabled: true
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@onClick: Minimap.onButtonClick(self:getId())
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@ -241,6 +241,8 @@ void Game::processCreatureMove(const CreaturePtr& creature, const Position& oldP
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{
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// animate walk
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creature->walk(oldPos, newPos);
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g_lua.callGlobalField("g_game", "onCreatureMove", creature, oldPos, newPos);
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}
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void Game::processCreatureTeleport(const CreaturePtr& creature)
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@ -251,6 +253,8 @@ void Game::processCreatureTeleport(const CreaturePtr& creature)
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// locks the walk for a while when teleporting
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if(creature == m_localPlayer)
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m_localPlayer->lockWalk();
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g_lua.callGlobalField("g_game", "onCreatureTeleport", creature);
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}
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void Game::processChannelList(const std::vector<std::tuple<int, std::string>>& channelList)
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@ -528,6 +532,8 @@ void Game::forceWalk(Otc::Direction direction)
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default:
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break;
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}
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g_lua.callGlobalField("g_game", "onForceWalk", direction);
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}
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void Game::turn(Otc::Direction direction)
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@ -736,8 +742,11 @@ void Game::cancelAttackAndFollow()
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m_localPlayer->lockWalk();
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if(isAttacking())
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setAttackingCreature(nullptr);
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if(isFollowing())
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setFollowingCreature(nullptr);
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m_protocolGame->sendCancelAttackAndFollow();
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}
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@ -127,7 +127,7 @@ void MapView::draw(const Rect& rect)
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Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
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if(m_followingCreature)
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if(isFollowingCreature())
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drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
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Size srcSize = rect.size();
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@ -210,11 +210,32 @@ void MapView::draw(const Rect& rect)
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}
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} else if(m_viewMode > NEAR_VIEW) {
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// draw a cross in the center instead of our creature
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/*
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Known Issue: Changing Z axis causes the cross to go off a little bit.
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*/
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Rect vRect(0, 0, 2, 10);
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Rect hRect(0, 0, 10, 2);
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g_painter->setColor(Color::white);
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if(!m_follow && m_followingCreature)
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{
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Position pos = m_followingCreature->getPosition();
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Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset;
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p.x = p.x * horizontalStretchFactor;
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p.y = p.y * verticalStretchFactor;
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p += rect.topLeft();
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vRect.setX(p.x); vRect.setY(p.y - 4);
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hRect.setX(p.x - 4); hRect.setY(p.y);
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hRect.setWidth(10); hRect.setHeight(2);
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vRect.setWidth(2); vRect.setHeight(10);
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}
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else {
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vRect.moveCenter(rect.center());
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hRect.moveCenter(rect.center());
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g_painter->setColor(Color::white);
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}
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g_painter->drawFilledRect(vRect);
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g_painter->drawFilledRect(hRect);
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}
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@ -525,14 +546,15 @@ void MapView::optimizeForSize(const Size& visibleSize)
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void MapView::followCreature(const CreaturePtr& creature)
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{
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m_follow = true;
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m_followingCreature = creature;
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requestVisibleTilesCacheUpdate();
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}
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void MapView::setCameraPosition(const Position& pos)
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{
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m_follow = false;
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m_customCameraPosition = pos;
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m_followingCreature = nullptr;
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requestVisibleTilesCacheUpdate();
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}
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@ -623,8 +645,9 @@ int MapView::calcLastVisibleFloor()
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Position MapView::getCameraPosition()
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{
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if(m_followingCreature)
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if(isFollowingCreature())
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return m_followingCreature->getPosition();
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return m_customCameraPosition;
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}
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@ -641,13 +664,12 @@ TilePtr MapView::getTile(const Point& mousePos, const Rect& mapRect)
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float scaleFactor = m_tileSize / (float)Otc::TILE_PIXELS;
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float horizontalStretchFactor = visibleSize.width() / (float)mapRect.width();
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float verticalStretchFactor = visibleSize.height() / (float)mapRect.height();
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Point tilePos2D = Point(relativeMousePos.x * horizontalStretchFactor, relativeMousePos.y * verticalStretchFactor);
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if(m_followingCreature)
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if(isFollowingCreature())
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tilePos2D += m_followingCreature->getWalkOffset() * scaleFactor;
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tilePos2D /= m_tileSize;
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@ -89,6 +89,7 @@ public:
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// camera related
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void followCreature(const CreaturePtr& creature);
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CreaturePtr getFollowingCreature() { return m_followingCreature; }
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bool isFollowingCreature() { return m_followingCreature && m_follow; }
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void setCameraPosition(const Position& pos);
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Position getCameraPosition();
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@ -141,6 +142,7 @@ private:
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Boolean<true> m_drawTexts;
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Boolean<true> m_smooth;
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Boolean<false> m_drawMinimapColors;
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Boolean<true> m_follow;
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std::vector<TilePtr> m_cachedVisibleTiles;
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std::vector<CreaturePtr> m_cachedFloorVisibleCreatures;
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EventPtr m_updateTilesCacheEvent;
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@ -511,6 +511,7 @@ void ProtocolGame::parseCreatureMove(const InputMessagePtr& msg)
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// update map tiles
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if(!g_map.removeThing(thing))
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g_logger.traceError("could not remove thing");
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g_map.addThing(thing, newPos);
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}
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