restore set outfit
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26800dfe2a
commit
01a2e3a636
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@ -15,4 +15,5 @@ Module
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onLoad: |
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require 'game'
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require 'thing'
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return true
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@ -0,0 +1,19 @@
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-- public functions
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function Thing:createMenu(menuPosition)
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local menu = createWidget('PopupMenu')
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menu:addOption('Look', function() Game.look(self) end)
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-- Open or Use, depending if thing is a container
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if self:isContainer() then
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menu:addOption('Open', function() print('open') end)
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else
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menu:addOption('Use', function() print('use') end)
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end
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if self:asLocalPlayer() then
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menu:addOption('Set Outfit', function() Game.openOutfitWindow() end)
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end
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menu:display(menuPosition)
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end
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@ -35,20 +35,7 @@ function Inventory.onInventoryItemMousePress(itemWidget, mousePos, mouseButton)
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local item = itemWidget:getItem()
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if not item then return end
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local menu = createWidget('PopupMenu')
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-- Look
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local itemId = item:getId()
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local slotId = tonumber(itemWidget:getId():sub(5))
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menu:addOption('Look', function() Game.lookAtInventory(itemId, slotId) end)
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-- Open or Use, depending if thing is a container
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if item:isContainer() then
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menu:addOption('Open', function() print('open') end)
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else
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menu:addOption('Use', function() print('use') end)
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end
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menu:display(mousePos)
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item:createMenu(mousePos)
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end
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connect(Game, { onLogin = Inventory.create,
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@ -97,6 +97,9 @@ void Game::processTextMessage(int type, const std::string& message)
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void Game::processInventoryChange(int slot, const ItemPtr& item)
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{
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if(item)
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item->setPosition(Position(65535, slot, 0));
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g_lua.callGlobalField("Game","onInventoryChange", slot, item);
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}
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@ -156,9 +159,11 @@ void Game::turn(Otc::Direction direction)
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}
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}
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void Game::lookAtMap(const Position& position)
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void Game::look(const ThingPtr& thing)
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{
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Position tilePos = position;
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// thing is at map
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if(thing->getPosition().x != 65535) {
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Position tilePos = thing->getPosition();
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TilePtr tile = nullptr;
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int stackpos = -1;
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@ -171,15 +176,13 @@ void Game::lookAtMap(const Position& position)
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tilePos.coveredDown();
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}
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ThingPtr thing = tile->getThing(stackpos);
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if(thing)
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m_protocolGame->sendLookAt(tilePos, thing->getId(), stackpos);
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}
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void Game::lookAtInventory(int thingId, Otc::InventorySlots slot)
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{
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Position pos = Position(0xffff, slot, 0);
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m_protocolGame->sendLookAt(pos, thingId, 0);
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ThingPtr lookThing = tile->getThing(stackpos);
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if(lookThing)
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m_protocolGame->sendLookAt(tilePos, lookThing->getId(), stackpos);
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}
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// thing is at inventory
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else
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m_protocolGame->sendLookAt(thing->getPosition(), thing->getId(), 0);
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}
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void Game::talkChannel(int channelType, int channelId, const std::string& message)
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@ -48,8 +48,7 @@ public:
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void walk(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void lookAtMap(const Position& position);
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void lookAtInventory(int thingId, Otc::InventorySlots slot);
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void look(const ThingPtr& thing);
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void talkChannel(int channelType, int channelId, const std::string& message);
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void talkPrivate(int channelType, const std::string& receiver, const std::string& message);
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void openOutfitWindow();
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@ -133,6 +133,14 @@ ThingPtr Tile::getThing(int stackPos)
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return nullptr;
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}
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ThingPtr Tile::getTopThing()
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{
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if(isEmpty())
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return nullptr;
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return m_things[m_things.size() - 1];
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}
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ThingPtr Tile::removeThing(int stackPos)
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{
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ThingPtr oldObject;
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@ -39,6 +39,7 @@ public:
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ThingPtr addThing(const ThingPtr& thing, int stackPos = -1);
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ThingPtr getThing(int stackPos);
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ThingPtr getTopThing();
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ThingPtr removeThing(int stackPos);
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ThingPtr removeThing(const ThingPtr& thing);
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@ -38,6 +38,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Thing>("getId", &Thing::getId);
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g_lua.bindClassMemberFunction<Thing>("getType", &Thing::getType);
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g_lua.bindClassMemberFunction<Thing>("isContainer", &Thing::isContainer);
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g_lua.bindClassMemberFunction<Thing>("asLocalPlayer", &Thing::asLocalPlayer);
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g_lua.registerClass<Creature, Thing>();
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g_lua.bindClassMemberFunction("setOutfit", &Creature::setOutfit);
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@ -56,7 +57,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
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g_lua.bindClassStaticFunction<Game>("openOutfitWindow", std::bind(&Game::openOutfitWindow, &g_game));
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g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("lookAtInventory", std::bind(&Game::lookAtInventory, &g_game, _1, _2));
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g_lua.bindClassStaticFunction<Game>("look", std::bind(&Game::look, &g_game, _1));
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g_lua.registerClass<UIItem, UIWidget>();
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g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>);
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@ -90,9 +90,11 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
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//tile->useItem();
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if(button == Fw::MouseLeftButton) {
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g_game.look(tile->getThing(0));
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}
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else if(button == Fw::MouseRightButton) {
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//g_game.lookAtMap(tilePos);
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g_lua.callGlobalField("Thing","createMenu", tile->getTopThing(), mousePos);
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}
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return true;
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