restore set outfit

master
Henrique Santiago 12 years ago
parent 26800dfe2a
commit 01a2e3a636

@ -15,4 +15,5 @@ Module
onLoad: |
require 'game'
return true
require 'thing'
return true

@ -0,0 +1,19 @@
-- public functions
function Thing:createMenu(menuPosition)
local menu = createWidget('PopupMenu')
menu:addOption('Look', function() Game.look(self) end)
-- Open or Use, depending if thing is a container
if self:isContainer() then
menu:addOption('Open', function() print('open') end)
else
menu:addOption('Use', function() print('use') end)
end
if self:asLocalPlayer() then
menu:addOption('Set Outfit', function() Game.openOutfitWindow() end)
end
menu:display(menuPosition)
end

@ -35,20 +35,7 @@ function Inventory.onInventoryItemMousePress(itemWidget, mousePos, mouseButton)
local item = itemWidget:getItem()
if not item then return end
local menu = createWidget('PopupMenu')
-- Look
local itemId = item:getId()
local slotId = tonumber(itemWidget:getId():sub(5))
menu:addOption('Look', function() Game.lookAtInventory(itemId, slotId) end)
-- Open or Use, depending if thing is a container
if item:isContainer() then
menu:addOption('Open', function() print('open') end)
else
menu:addOption('Use', function() print('use') end)
end
menu:display(mousePos)
item:createMenu(mousePos)
end
connect(Game, { onLogin = Inventory.create,

@ -97,6 +97,9 @@ void Game::processTextMessage(int type, const std::string& message)
void Game::processInventoryChange(int slot, const ItemPtr& item)
{
if(item)
item->setPosition(Position(65535, slot, 0));
g_lua.callGlobalField("Game","onInventoryChange", slot, item);
}
@ -156,30 +159,30 @@ void Game::turn(Otc::Direction direction)
}
}
void Game::lookAtMap(const Position& position)
void Game::look(const ThingPtr& thing)
{
Position tilePos = position;
TilePtr tile = nullptr;
int stackpos = -1;
while(true) {
tile = g_map.getTile(tilePos);
stackpos = tile->getLookStackpos();
if(stackpos != -1 || tilePos.z >= Map::MAX_Z)
break;
// thing is at map
if(thing->getPosition().x != 65535) {
Position tilePos = thing->getPosition();
TilePtr tile = nullptr;
int stackpos = -1;
tilePos.coveredDown();
}
while(true) {
tile = g_map.getTile(tilePos);
stackpos = tile->getLookStackpos();
if(stackpos != -1 || tilePos.z >= Map::MAX_Z)
break;
ThingPtr thing = tile->getThing(stackpos);
if(thing)
m_protocolGame->sendLookAt(tilePos, thing->getId(), stackpos);
}
tilePos.coveredDown();
}
void Game::lookAtInventory(int thingId, Otc::InventorySlots slot)
{
Position pos = Position(0xffff, slot, 0);
m_protocolGame->sendLookAt(pos, thingId, 0);
ThingPtr lookThing = tile->getThing(stackpos);
if(lookThing)
m_protocolGame->sendLookAt(tilePos, lookThing->getId(), stackpos);
}
// thing is at inventory
else
m_protocolGame->sendLookAt(thing->getPosition(), thing->getId(), 0);
}
void Game::talkChannel(int channelType, int channelId, const std::string& message)

@ -48,8 +48,7 @@ public:
void walk(Otc::Direction direction);
void turn(Otc::Direction direction);
void lookAtMap(const Position& position);
void lookAtInventory(int thingId, Otc::InventorySlots slot);
void look(const ThingPtr& thing);
void talkChannel(int channelType, int channelId, const std::string& message);
void talkPrivate(int channelType, const std::string& receiver, const std::string& message);
void openOutfitWindow();

@ -133,6 +133,14 @@ ThingPtr Tile::getThing(int stackPos)
return nullptr;
}
ThingPtr Tile::getTopThing()
{
if(isEmpty())
return nullptr;
return m_things[m_things.size() - 1];
}
ThingPtr Tile::removeThing(int stackPos)
{
ThingPtr oldObject;

@ -39,6 +39,7 @@ public:
ThingPtr addThing(const ThingPtr& thing, int stackPos = -1);
ThingPtr getThing(int stackPos);
ThingPtr getTopThing();
ThingPtr removeThing(int stackPos);
ThingPtr removeThing(const ThingPtr& thing);

@ -38,6 +38,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassMemberFunction<Thing>("getId", &Thing::getId);
g_lua.bindClassMemberFunction<Thing>("getType", &Thing::getType);
g_lua.bindClassMemberFunction<Thing>("isContainer", &Thing::isContainer);
g_lua.bindClassMemberFunction<Thing>("asLocalPlayer", &Thing::asLocalPlayer);
g_lua.registerClass<Creature, Thing>();
g_lua.bindClassMemberFunction("setOutfit", &Creature::setOutfit);
@ -56,7 +57,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
g_lua.bindClassStaticFunction<Game>("openOutfitWindow", std::bind(&Game::openOutfitWindow, &g_game));
g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("lookAtInventory", std::bind(&Game::lookAtInventory, &g_game, _1, _2));
g_lua.bindClassStaticFunction<Game>("look", std::bind(&Game::look, &g_game, _1));
g_lua.registerClass<UIItem, UIWidget>();
g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>);

@ -90,9 +90,11 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
//tile->useItem();
if(button == Fw::MouseLeftButton) {
g_game.look(tile->getThing(0));
}
else if(button == Fw::MouseRightButton) {
//g_game.lookAtMap(tilePos);
g_lua.callGlobalField("Thing","createMenu", tile->getTopThing(), mousePos);
}
return true;

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