effects working, map on higher levels too
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3d4cfb793e
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97d2c30a81
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@ -38,7 +38,7 @@ function EnterGame_connectToLoginServer()
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-- display motd
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local motdNumber = string.sub(motd, 0, string.find(motd, "\n"))
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local motdText = string.sub(motd, string.find(motd, "\n") + 1, string.len(motd))
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local motdBox = displayInfoBox("Message of the day", motdText)
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--local motdBox = displayInfoBox("Message of the day", motdText)
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-- hide main menu
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mainMenu.visible = false
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@ -17,20 +17,20 @@ bool DatManager::load(const std::string& filename)
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int numShots = fw::getu16(fin);
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m_itemsAttributes.resize(numItems);
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for(int id = 100; id <= numItems; ++id)
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for(int id = 100; id < numItems; ++id)
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parseThingAttributes(fin, m_itemsAttributes[id - 100]);
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m_creaturesAttributes.resize(numItems);
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for(int id = 1; id < numCreatures; ++id)
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parseThingAttributes(fin, m_creaturesAttributes[id - 1]);
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for(int id = 0; id < numCreatures; ++id)
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parseThingAttributes(fin, m_creaturesAttributes[id]);
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m_effectsAttributes.resize(numItems);
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for(int id = 100; id < numEffects; ++id)
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parseThingAttributes(fin, m_effectsAttributes[id - 100]);
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for(int id = 0; id < numEffects; ++id)
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parseThingAttributes(fin, m_effectsAttributes[id]);
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m_shotsAttributes.resize(numItems);
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for(int id = 1; id < numShots; ++id)
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parseThingAttributes(fin, m_shotsAttributes[id - 1]);
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for(int id = 0; id < numShots; ++id)
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parseThingAttributes(fin, m_shotsAttributes[id]);
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return true;
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} catch(std::exception& e) {
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@ -178,8 +178,9 @@ void DatManager::parseThingAttributesOpt(std::stringstream& fin, ThingAttributes
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break;
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case 0x19: // pixels characters height
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fin.read((char*)&thingAttributes.xOffset, 1);
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fin.read((char*)&thingAttributes.yOffset, 1);
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//fin.read((char*)&thingAttributes.xOffset, 1);
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//fin.read((char*)&thingAttributes.yOffset, 1);
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fin.read((char*)&read_short, 2);
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//logDebug((int)thingAttributes.xOffset, " ", (int)thingAttributes.yOffset);
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break;
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case 0x1A:
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@ -14,9 +14,9 @@ public:
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void parseThingAttributesOpt(std::stringstream& fin, ThingAttributes& thingAttributes, uint8 opt);
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ThingAttributes& getItemAttributes(uint16 id) { return m_itemsAttributes[id - 100]; }
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ThingAttributes& getCreatureAttributes(uint16 id) { return m_creaturesAttributes[id - 1]; }
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ThingAttributes& getEffectAttributes(uint16 id) { return m_effectsAttributes[id - 100]; }
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ThingAttributes& getShotAttributes(uint16 id) { return m_shotsAttributes[id - 1]; }
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ThingAttributes& getCreatureAttributes(uint16 id) { return m_creaturesAttributes[id]; }
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ThingAttributes& getEffectAttributes(uint16 id) { return m_effectsAttributes[id]; }
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ThingAttributes& getShotAttributes(uint16 id) { return m_shotsAttributes[id]; }
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uint32 getSignature() { return m_signature; }
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@ -3,12 +3,32 @@
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Effect::Effect() : Thing(THING_EFFECT)
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{
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m_timer = 0;
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m_animation = 0;
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m_finished = false;
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}
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void Effect::draw(int x, int y)
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{
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int anim = 0;
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internalDraw(x, y, 0, 0, 0, 0, anim);
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internalDraw(x, y, 0, 0, 0, 0, m_animation);
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}
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void Effect::update(int elapsedTime)
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{
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if(m_finished)
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return;
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if(m_timer > 75) {
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const ThingAttributes& attributes = getAttributes();
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if(m_animation+1 == attributes.animcount) {
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m_finished = true;
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return;
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}
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m_animation++;
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m_timer = 0;
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}
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m_timer += elapsedTime;
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}
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const ThingAttributes& Effect::getAttributes()
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@ -10,10 +10,18 @@ public:
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Effect();
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void draw(int x, int y);
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void update(int elapsedTime);
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bool finished() { return m_finished; }
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const ThingAttributes& getAttributes();
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virtual EffectPtr asEffect() { return std::static_pointer_cast<Effect>(shared_from_this()); }
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EffectPtr asEffect() { return std::static_pointer_cast<Effect>(shared_from_this()); }
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private:
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int m_timer;
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int m_animation;
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bool m_finished;
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};
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#endif
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@ -20,39 +20,31 @@ void Map::draw(int x, int y)
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if(playerPos.z <= 7) {
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// player pos it 8-6. check if we can draw upper floors.
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bool draw = true;
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int drawFloorStop = 0;
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for(int jz = 6; jz >= 0; --jz) {
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Position coverPos = Position(playerPos.x-(6-jz), playerPos.y-(6-jz), jz);
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Position coverPos = Position(playerPos.x+(7-jz)-1, playerPos.y+(7-jz)-1, jz);
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if(m_tiles[coverPos]) {
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if(m_tiles[coverPos]->getStackSize() > 0 && jz < playerPos.z) {
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draw = false;
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drawFloorStop = jz;
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break;
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}
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}
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}
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for(int iz = 7; iz > 0; --iz) {
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if(iz == drawFloorStop)
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break;
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// +1 in draws cause 64x64 items may affect view.
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for(int ix = -7; ix < + 8+7; ++ix) {
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for(int iy = -5; iy < + 6+7; ++iy) {
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for(int ix = -7+(playerPos.z-iz); ix < + 8+7; ++ix) {
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for(int iy = -5+(playerPos.z-iz); iy < + 6+7; ++iy) {
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Position itemPos = Position(playerPos.x + ix, playerPos.y + iy, iz);
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//Position drawPos = Position(ix + 8, iy - playerPos.y + 6, iz);
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//logDebug("x: ", relativePos.x, " y: ", relativePos.y, " z: ", (int)relativePos.z);
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if(m_tiles[itemPos])
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m_tiles[itemPos]->draw((ix + 7 - (7-iz))*32, (iy + 5 - (7-iz))*32);
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m_tiles[itemPos]->draw((ix + 7 - (playerPos.z-iz))*32, (iy + 5 - (playerPos.z-iz))*32);
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}
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}
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if(!draw)
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break;
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}
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}
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// draw effects
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for(auto it = m_effects.begin(), end = m_effects.end(); it != end; ++it) {
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Position effectPos = (*it)->getPosition();
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(*it)->draw((effectPos.x - playerPos.x + 7) * 32, (effectPos.y - playerPos.y + 5) * 32);
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}
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// debug draws
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@ -62,16 +54,33 @@ void Map::draw(int x, int y)
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m_framebuffer->draw(Rect(x, y, g_graphics.getScreenSize()));
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}
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void Map::update(int elapsedTime)
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{
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// Items
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// Effects
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for(auto it = m_effects.begin(), end = m_effects.end(); it != end;) {
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if((*it)->finished()) {
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m_tiles[(*it)->getPosition()]->removeThing(*it, 0);
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it = m_effects.erase(it);
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}
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else {
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(*it)->update(elapsedTime);
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++it;
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}
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}
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}
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void Map::addThing(ThingPtr thing, uint8 stackpos)
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{
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if(thing->asItem() || thing->asCreature()) {
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if(!m_tiles[thing->getPosition()]) {
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m_tiles[thing->getPosition()] = TilePtr(new Tile());
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}
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m_tiles[thing->getPosition()]->addThing(thing, stackpos);
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}
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else if(thing->asEffect()) {
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m_effects.push_back(thing);
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// List with effects and shots to update them.
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if(thing->asEffect()) {
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m_effects.push_back(thing->asEffect());
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}
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}
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@ -8,13 +8,14 @@
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class Map
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{
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public:
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void addThing(ThingPtr thing, uint8 stackpos = 0);
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void draw(int x, int y);
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void update(int elapsedTime);
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void addThing(ThingPtr thing, uint8 stackpos = 0);
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private:
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std::unordered_map<Position, TilePtr, PositionHasher> m_tiles;
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std::list<ThingPtr> m_effects;
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std::list<EffectPtr> m_effects;
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FrameBufferPtr m_framebuffer;
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};
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@ -26,7 +26,7 @@ void Thing::internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int
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TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId);
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Rect drawRect((x - xi*32) - attributes.xOffset,
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(y - yi*32) - attributes.yOffset,
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(y - yi*32) - attributes.xOffset,
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32, 32);
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g_graphics.drawTexturedRect(drawRect, spriteTex);
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@ -21,9 +21,26 @@ void Tile::addThing(ThingPtr thing, uint8 stackpos)
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else
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m_itemsBottom.push_back(thing);
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}
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} else if(thing->asCreature()) {
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}
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else if(thing->asCreature()) {
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m_creatures.push_back(thing);
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}
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else if(thing->asEffect()) {
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m_effects.push_back(thing);
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}
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}
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void Tile::removeThing(ThingPtr thing, uint8 stackpos)
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{
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if(thing->asEffect()) {
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for(auto it = m_effects.begin(), end = m_effects.end(); it != end; ++it) {
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if(thing == *it) {
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(*it).reset();
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m_effects.erase(it);
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break;
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}
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}
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}
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}
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void Tile::draw(int x, int y)
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@ -31,13 +48,16 @@ void Tile::draw(int x, int y)
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if(m_ground)
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m_ground->draw(x, y);
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for(const ThingPtr& thing : m_itemsBottom)
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for(const ThingPtr& thing : m_itemsTop)
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thing->draw(x, y);
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for(const ThingPtr& thing : m_creatures)
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thing->draw(x, y);
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for(const ThingPtr& thing : m_itemsTop)
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for(const ThingPtr& thing : m_itemsBottom)
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thing->draw(x, y);
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for(const ThingPtr& thing : m_effects)
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thing->draw(x, y);
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}
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@ -10,6 +10,7 @@ public:
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Tile();
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void addThing(ThingPtr thing, uint8 stackpos);
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void removeThing(ThingPtr thing, uint8 stackpos);
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void draw(int x, int y);
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std::deque<ThingPtr> m_itemsBottom;
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std::deque<ThingPtr> m_creatures;
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std::deque<ThingPtr> m_itemsTop;
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std::deque<ThingPtr> m_effects;
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};
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#endif
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@ -82,6 +82,7 @@ void OTClient::run()
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int frameTicks = g_platform.getTicks();
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int lastFpsTicks = frameTicks;
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int lastPollTicks = frameTicks;
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int lastUpdateTicks = frameTicks;
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int frameCount = 0;
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m_stopping = false;
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@ -114,6 +115,12 @@ void OTClient::run()
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lastPollTicks = frameTicks;
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}
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// only update to a maximum of 60 fps
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if(frameTicks - lastUpdateTicks >= 1) {
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g_map.update(frameTicks - lastUpdateTicks);
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lastUpdateTicks = frameTicks;
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}
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// only render when the windows is visible
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if(g_platform.isWindowVisible()) {
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// render begin
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