Reuse code by merging dash functionality with walk method.

master
BenDol 10 years ago
parent dbed09cb55
commit bdfb77166e

@ -574,7 +574,7 @@ void Game::safeLogout()
m_protocolGame->sendLogout();
}
bool Game::walk(Otc::Direction direction)
bool Game::walk(Otc::Direction direction, bool dash)
{
if(!canPerformGameAction())
return false;
@ -591,20 +591,26 @@ bool Game::walk(Otc::Direction direction)
return false;
}
// check we can walk and add new walk event if false
if(!m_localPlayer->canWalk(direction)) {
if(m_lastWalkDir != direction) {
// must add a new walk event
float ticks = m_localPlayer->getStepTicksLeft();
if(ticks <= 0) { ticks = 1; }
if(m_walkEvent) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
if(dash) {
if(m_localPlayer->isWalking() && m_dashTimer.ticksElapsed() < std::max<int>(m_localPlayer->getStepDuration(false, direction) - m_ping, 30))
return false;
}
else {
// check we can walk and add new walk event if false
if(!m_localPlayer->canWalk(direction)) {
if(m_lastWalkDir != direction) {
// must add a new walk event
float ticks = m_localPlayer->getStepTicksLeft();
if(ticks <= 0) { ticks = 1; }
if(m_walkEvent) {
m_walkEvent->cancel();
m_walkEvent = nullptr;
}
m_walkEvent = g_dispatcher.scheduleEvent([=] { walk(direction, false); }, ticks);
}
m_walkEvent = g_dispatcher.scheduleEvent([=] { walk(direction); }, ticks);
return false;
}
return false;
}
Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
@ -648,77 +654,19 @@ bool Game::walk(Otc::Direction direction)
m_localPlayer->stopAutoWalk();
g_lua.callGlobalField("g_game", "onWalk", direction, false);
g_lua.callGlobalField("g_game", "onWalk", direction, dash);
forceWalk(direction);
if(dash)
m_dashTimer.restart();
m_lastWalkDir = direction;
return true;
}
bool Game::dashWalk(Otc::Direction direction)
{
if(!canPerformGameAction())
return false;
// must cancel follow before any new walk
if(isFollowing())
cancelFollow();
// must cancel auto walking
if(m_localPlayer->isAutoWalking()) {
m_protocolGame->sendStop();
m_localPlayer->stopAutoWalk();
}
if(m_localPlayer->isWalking() && m_dashTimer.ticksElapsed() < std::max<int>(m_localPlayer->getStepDuration(false, direction) - m_ping, 30))
return false;
Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
TilePtr toTile = g_map.getTile(toPos);
// only do prewalks to walkable tiles (like grounds and not walls)
if(toTile && toTile->isWalkable()) {
if(!m_localPlayer->isWalking() && m_localPlayer->getWalkTicksElapsed() >= m_localPlayer->getStepDuration() + 100)
m_localPlayer->preWalk(direction);
// check walk to another floor (e.g: when above 3 parcels)
} else {
// check if can walk to a lower floor
auto canChangeFloorDown = [&]() -> bool {
Position pos = toPos;
if(!pos.down())
return false;
TilePtr toTile = g_map.getTile(pos);
if(toTile && toTile->hasElevation(3))
return true;
return false;
};
// check if can walk to a higher floor
auto canChangeFloorUp = [&]() -> bool {
TilePtr fromTile = m_localPlayer->getTile();
if(!fromTile || !fromTile->hasElevation(3))
return false;
Position pos = toPos;
if(!pos.up())
return false;
TilePtr toTile = g_map.getTile(pos);
if(!toTile || !toTile->isWalkable())
return false;
return true;
};
if(canChangeFloorDown() || canChangeFloorUp() ||
(!toTile || toTile->isEmpty())) {
m_localPlayer->lockWalk();
} else
return false;
}
g_lua.callGlobalField("g_game", "onWalk", direction, true);
forceWalk(direction);
m_dashTimer.restart();
m_lastWalkDir = direction;
return true;
return walk(direction, true);
}
void Game::autoWalk(std::vector<Otc::Direction> dirs)

@ -145,7 +145,7 @@ public:
void safeLogout();
// walk related
bool walk(Otc::Direction direction);
bool walk(Otc::Direction direction, bool dash = false);
bool dashWalk(Otc::Direction direction);
void autoWalk(std::vector<Otc::Direction> dirs);
void forceWalk(Otc::Direction direction);

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