|
|
|
@ -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;
|
|
|
|
@ -591,6 +591,11 @@ bool Game::walk(Otc::Direction direction)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
@ -602,10 +607,11 @@ bool Game::walk(Otc::Direction direction)
|
|
|
|
|
m_walkEvent->cancel();
|
|
|
|
|
m_walkEvent = nullptr;
|
|
|
|
|
}
|
|
|
|
|
m_walkEvent = g_dispatcher.scheduleEvent([=] { walk(direction); }, ticks);
|
|
|
|
|
m_walkEvent = g_dispatcher.scheduleEvent([=] { walk(direction, false); }, ticks);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
|
|
|
|
|
TilePtr toTile = g_map.getTile(toPos);
|
|
|
|
@ -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)
|
|
|
|
|