Check walk collisions in client side
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773d58da01
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@ -489,12 +489,44 @@ void Game::walk(Otc::Direction direction)
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if(!m_localPlayer->canWalk(direction))
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return;
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Position toPos = m_localPlayer->getPosition().translatedToDirection(direction);
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TilePtr toTile = g_map.getTile(toPos);
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// only do prewalks to walkable tiles (like grounds and not walls)
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TilePtr toTile = g_map.getTile(m_localPlayer->getPosition().translatedToDirection(direction));
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if(toTile && toTile->isWalkable())
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m_localPlayer->preWalk(direction);
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else
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m_localPlayer->lockWalk(100);
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// check walk to another floor (e.g: when above 3 parcels)
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else {
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// check if can walk to a lower floor
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auto canChangeFloorDown = [&] {
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Position pos = toPos;
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if(!pos.down())
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return false;
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toTile = g_map.getTile(pos);
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if(toTile && toTile->hasElevation(3)) {
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return true;
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}
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return false;
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};
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// check if can walk to a higher floor
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auto canChangeFloorUp = [&] {
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TilePtr fromTile = m_localPlayer->getTile();
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if(!fromTile || !fromTile->hasElevation(3))
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return false;
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Position pos = toPos;
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if(!pos.up())
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return false;
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toTile = g_map.getTile(pos);
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if(!toTile || !toTile->isWalkable())
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return false;
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return true;
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};
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if(canChangeFloorDown() || canChangeFloorUp()) {
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m_localPlayer->lockWalk();
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} else
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return;
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}
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forceWalk(direction);
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@ -29,6 +29,7 @@
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#include "container.h"
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#include "map.h"
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#include "houses.h"
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#include "game.h"
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#include <framework/core/clock.h>
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#include <framework/core/eventdispatcher.h>
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@ -302,7 +303,9 @@ int Item::getSubType()
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{
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if(isSplash() || isFluidContainer())
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return m_countOrSubType;
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return 0;
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if(g_game.getClientVersion() >= 900)
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return 0;
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return 1;
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}
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int Item::getCount()
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@ -513,3 +513,12 @@ bool Tile::canErase()
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{
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return m_walkingCreatures.empty() && m_effects.empty() && m_things.empty();
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}
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bool Tile::hasElevation(int elevation)
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{
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int count = 0;
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for(const ThingPtr& thing : m_things)
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if(thing->getElevation() > 0)
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count++;
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return count >= elevation;
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}
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@ -102,6 +102,7 @@ public:
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bool hasCreature();
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bool limitsFloorsView();
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bool canErase();
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bool hasElevation(int elevation = 1);
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void setFlags(tileflags_t flags) { m_flags |= (uint32)flags; }
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uint32 getFlags() { return m_flags; }
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