tibia-client/modules/gamelib/player.lua

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2012-06-26 00:13:30 +02:00
-- @docclass Player
PlayerStates = {
None = 0,
Poison = 1,
Burn = 2,
Energy = 4,
Drunk = 8,
ManaShield = 16,
Paralyze = 32,
Haste = 64,
Swords = 128,
Drowning = 256,
Freezing = 512,
Dazzled = 1024,
Cursed = 2048,
PartyBuff = 4096,
PzBlock = 8192,
Pz = 16384,
Bleeding = 32768,
Hungry = 65536
}
InventorySlotOther = 0
InventorySlotHead = 1
InventorySlotNeck = 2
InventorySlotBack = 3
InventorySlotBody = 4
InventorySlotRight = 5
InventorySlotLeft = 6
InventorySlotLeg = 7
InventorySlotFeet = 8
InventorySlotFinger = 9
InventorySlotAmmo = 10
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InventorySlotPurse = 11
InventorySlotFirst = 1
InventorySlotLast = 10
function Player:isPartyLeader()
local shield = self:getShield()
return (shield == ShieldWhiteYellow or
shield == ShieldYellow or
shield == ShieldYellowSharedExp or
shield == ShieldYellowNoSharedExpBlink or
shield == ShieldYellowNoSharedExp)
end
function Player:isPartyMember()
local shield = self:getShield()
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return (shield == ShieldWhiteYellow or
shield == ShieldYellow or
shield == ShieldYellowSharedExp or
shield == ShieldYellowNoSharedExpBlink or
shield == ShieldYellowNoSharedExp or
shield == ShieldBlueSharedExp or
shield == ShieldBlueNoSharedExpBlink or
shield == ShieldBlueNoSharedExp or
shield == ShieldBlue)
end
function Player:isPartySharedExperienceActive()
local shield = self:getShield()
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return (shield == ShieldYellowSharedExp or
shield == ShieldYellowNoSharedExpBlink or
shield == ShieldYellowNoSharedExp or
shield == ShieldBlueSharedExp or
shield == ShieldBlueNoSharedExpBlink or
shield == ShieldBlueNoSharedExp)
end
function Player:hasVip(creatureName)
for id, vip in pairs(g_game.getVips()) do
if (vip[1] == creatureName) then return true end
end
return false
end
function Player:isMounted()
local outfit = self:getOutfit()
return outfit.mount ~= nil and outfit.mount > 0
end
function Player:toggleMount()
if g_game.getFeature(GamePlayerMounts) then
g_game.mount(not self:isMounted())
end
end
function Player:mount()
if g_game.getFeature(GamePlayerMounts) then
g_game.mount(true)
end
end
function Player:dismount()
if g_game.getFeature(GamePlayerMounts) then
g_game.mount(false)
end
end
function Player:getItem(itemid)
for i=InventorySlotFirst,InventorySlotLast do
local item = self:getInventoryItem(i)
if item and item:getId() == itemid then
return item
end
end
for i, container in pairs(g_game.getContainers()) do
for j, item in pairs(container:getItems()) do
if item:getId() == itemid then
item.container = container
return item
end
end
end
return items
end
function Player:getItems(itemid)
local items = {}
for i=InventorySlotFirst,InventorySlotLast do
local item = self:getInventoryItem(i)
if item and item:getId() == itemid then
table.insert(items, item)
end
end
for i, container in pairs(g_game.getContainers()) do
for j, item in pairs(container:getItems()) do
if item:getId() == itemid then
item.container = container
table.insert(items, item)
end
end
end
return items
end
function Player:getItemsCount(itemid)
local items, count = self:getItems(itemid), 0
for i=1,#items do
count = count + items[i]:getCount()
end
return count
end
function Player:hasState(_state, states)
if not states then
states = self:getStates()
end
for i = 1, 32 do
local pow = math.pow(2, i-1)
if pow > states then break end
local states = bit32.band(states, pow)
if states == _state then
return true
end
end
return false
end