look improvements
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9104305f37
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@ -32,7 +32,6 @@ end
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-- hooked events
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function TextMessage.onTextMessage(type, message)
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local messageType = messageTypes[type - messageTypes.first]
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print(messageType.color)
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if messageType.showOnConsole then
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-- TODO
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@ -158,13 +158,22 @@ void Game::turn(Otc::Direction direction)
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void Game::look(const Position& position)
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{
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const TilePtr& tile = g_map.getTile(position);
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if(tile) {
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int stackpos = tile->getLookStackpos();
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Position tilePos = position;
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TilePtr tile = nullptr;
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int stackpos = -1;
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while(true) {
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tile = g_map.getTile(tilePos);
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stackpos = tile->getLookStackpos();
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if(stackpos != -1 || tilePos.z >= Map::MAX_Z)
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break;
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tilePos.coveredDown();
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}
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ThingPtr thing = tile->getThing(stackpos);
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if(thing)
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m_protocolGame->sendLookAt(position, thing->getId(), stackpos);
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}
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m_protocolGame->sendLookAt(tilePos, thing->getId(), stackpos);
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}
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void Game::talkChannel(int channelType, int channelId, const std::string& message)
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@ -183,10 +183,13 @@ ItemPtr Tile::getGround()
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int Tile::getLookStackpos()
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{
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// TODO: this needs to be improved
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// check if thing has look property.
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// check other floors
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return m_things.size() - 1;
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for(int i = m_things.size() - 1; i >= 0; --i) {
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ThingType *type = m_things[i]->getType();
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if(!type->properties[ThingType::IgnoreLook] &&
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(type->properties[ThingType::IsGround] || type->properties[ThingType::IsGroundBorder] || type->properties[ThingType::IsOnBottom] || type->properties[ThingType::IsOnTop]))
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return i;
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}
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return -1;
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}
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bool Tile::isWalkable()
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@ -247,6 +250,11 @@ bool Tile::hasCreature()
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return false;
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}
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bool Tile::isEmpty()
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{
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return m_things.size() == 0;
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}
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/*bool Tile::canAttack()
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{
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return hasCreature();
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@ -52,6 +52,7 @@ public:
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bool isFullyOpaque();
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bool isLookPossible();
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bool hasCreature();
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bool isEmpty();
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void useItem();
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@ -58,7 +58,10 @@ void UIMap::onStyleApply(const OTMLNodePtr& styleNode)
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bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
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{
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if(m_mapRect.contains(mousePos)) {
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if(!m_mapRect.contains(mousePos))
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return UIWidget::onMousePress(mousePos, button);
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// Get tile position
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Point relativeStretchMousePos = mousePos - m_mapRect.topLeft();
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Size mapSize(g_map.getVibibleSize().width() * Map::NUM_TILE_PIXELS, g_map.getVibibleSize().height() * Map::NUM_TILE_PIXELS);
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@ -68,40 +71,31 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
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PointF tilePosF = relativeMousePos / Map::NUM_TILE_PIXELS;
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Position tilePos = Position(1 + (int)tilePosF.x - g_map.getCentralOffset().x, 1 + (int)tilePosF.y - g_map.getCentralOffset().y, 0) + g_map.getCentralPosition();
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TilePtr tile = g_map.getTile(tilePos);
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if(tile)
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tile->useItem();
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// Get tile
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TilePtr tile = nullptr;
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// We must check every floor, from top to bottom
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int firstFloor = g_map.getFirstVisibleFloor();
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tilePos.perspectiveUp(tilePos.z - firstFloor);
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for(int i = firstFloor; i <= Map::MAX_Z; i++) {
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tile = g_map.getTile(tilePos);
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if(!tile->isEmpty())
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break;
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tilePos.coveredDown();
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}
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if(!tile || tile->isEmpty())
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return true;
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//tile->useItem();
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// cool testing \/
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if(button == Fw::MouseLeftButton) {
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MissilePtr shot = MissilePtr(new Missile());
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shot->setId(1);
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shot->setPath(g_map.getCentralPosition(), tilePos);
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g_map.addThing(shot, g_map.getCentralPosition());
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AnimatedTextPtr animatedText = AnimatedTextPtr(new AnimatedText);
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animatedText->setPosition(g_map.getCentralPosition());
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animatedText->setColor(12);
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animatedText->setText("text");
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g_map.addThing(animatedText, g_map.getCentralPosition());
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}
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else if(button == Fw::MouseRightButton) {
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EffectPtr effect = EffectPtr(new Effect());
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effect->setId(6);
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g_map.addThing(effect, tilePos);
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AnimatedTextPtr animatedText = AnimatedTextPtr(new AnimatedText);
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animatedText->setPosition(g_map.getCentralPosition());
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animatedText->setColor(12);
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animatedText->setText("8");
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g_map.addThing(animatedText, g_map.getCentralPosition());
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g_game.look(tilePos);
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}
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}
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return UIWidget::onMousePress(mousePos, button);
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return true;
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}
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void UIMap::onGeometryUpdate(const Rect& oldRect, const Rect& newRect)
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@ -98,7 +98,7 @@ public:
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return Otc::InvalidDirection;
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}
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bool isValid() const { return x >= 0 && y >= 0 && z >= 0 && x < 65536 && y < 65536 && z < 15; }
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bool isValid() const { return x >= 0 && y >= 0 && z >= 0 && x < 65536 && y < 65536 && z < 16; }
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Position operator+(const Position& other) const { return Position(x + other.x, y + other.y, z + other.z); }
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Position& operator+=(const Position& other) { x+=other.x; y+=other.y; z +=other.z; return *this; }
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