Some improvements to some things.

master
BenDol 10 years ago
parent a7d7667491
commit 2df51622ba

@ -284,10 +284,6 @@ function numbertoboolean(number)
end
end
function postostring(pos)
return pos.x .. " " .. pos.y .. " " .. pos.z
end
function signalcall(param, ...)
if type(param) == 'function' then
local status, ret = pcall(param, ...)

@ -34,14 +34,25 @@ EmblemOther = 5
VipIconFirst = 0
VipIconLast = 10
North = 0
East = 1
South = 2
West = 3
NorthEast = 4
SouthEast = 5
SouthWest = 6
NorthWest = 7
Directions = {
North = 0,
East = 1,
South = 2,
West = 3,
NorthEast = 4,
SouthEast = 5,
SouthWest = 6,
NorthWest = 7
}
North = Directions.North
East = Directions.East
South = Directions.South
West = Directions.West
NorthEast = Directions.NorthEast
SouthEast = Directions.SouthEast
SouthWest = Directions.SouthWest
NorthWest = Directions.NorthWest
FightOffensive = 1
FightBalanced = 2

@ -9,6 +9,7 @@ Module
@onLoad: |
dofile 'const'
dofile 'util'
dofile 'protocol'
dofile 'protocollogin'
dofile 'protocolgame'

@ -18,4 +18,9 @@ function Position.lessThan(pos1, pos2, orEqualTo)
else
return pos1.x < pos2.x or pos1.y < pos2.y or pos1.z < pos2.z
end
end
function Position.isInRange(pos1, pos2, minXRange, maxXRange, minYRange, maxYRange)
return (pos2.x >= pos1.x-minXRange and pos2.x <= pos1.x+maxXRange and pos2.y
>= pos1.y-minYRange and pos2.y <= pos1.y+maxYRange and pos2.z == pos1.z);
end

@ -116,6 +116,7 @@ public:
bool isWalking() { return m_walking; }
bool isRemoved() { return m_removed; }
bool isInvisible() { return m_outfit.getCategory() == ThingCategoryEffect && m_outfit.getAuxId() == 13; }
bool isDead() { return m_healthPercent <= 0; }
bool canBeSeen() { return !isInvisible() || isPlayer(); }
bool isCreature() { return true; }

@ -1597,10 +1597,12 @@ void Game::setClientVersion(int version)
void Game::setAttackingCreature(const CreaturePtr& creature)
{
CreaturePtr oldCreature = m_attackingCreature;
m_attackingCreature = creature;
if(creature != m_attackingCreature) {
CreaturePtr oldCreature = m_attackingCreature;
m_attackingCreature = creature;
g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature, oldCreature);
g_lua.callGlobalField("g_game", "onAttackingCreatureChange", creature, oldCreature);
}
}
void Game::setFollowingCreature(const CreaturePtr& creature)

@ -376,6 +376,7 @@ void Client::registerLuaFunctions()
g_lua.bindClassMemberFunction<Thing>("isTranslucent", &Thing::isTranslucent);
g_lua.bindClassMemberFunction<Thing>("isFullGround", &Thing::isFullGround);
g_lua.bindClassMemberFunction<Thing>("isMarketable", &Thing::isMarketable);
g_lua.bindClassMemberFunction<Thing>("isLyingCorpse", &Thing::isLyingCorpse);
g_lua.bindClassMemberFunction<Thing>("getParentContainer", &Thing::getParentContainer);
g_lua.bindClassMemberFunction<Thing>("getMarketData", &Thing::getMarketData);
@ -457,6 +458,8 @@ void Client::registerLuaFunctions()
g_lua.bindClassMemberFunction<Creature>("hideStaticSquare", &Creature::hideStaticSquare);
g_lua.bindClassMemberFunction<Creature>("isWalking", &Creature::isWalking);
g_lua.bindClassMemberFunction<Creature>("isInvisible", &Creature::isInvisible);
g_lua.bindClassMemberFunction<Creature>("isDead", &Creature::isDead);
g_lua.bindClassMemberFunction<Creature>("isRemoved", &Creature::isRemoved);
g_lua.bindClassMemberFunction<Creature>("canBeSeen", &Creature::canBeSeen);
g_lua.bindClassMemberFunction<Creature>("jump", &Creature::jump);

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