thing menu improvements

master
Henrique Santiago 12 years ago
parent 215d426b42
commit 478e55e658

@ -1,47 +1,51 @@
-- public functions
function Thing:createMenu(menuPosition)
function Game.createThingMenu(menuPosition, lookThing, useThing, creatureThing)
local menu = createWidget('PopupMenu')
menu:addOption('Look', function() Game.look(self) end)
if lookThing then
menu:addOption('Look', function() Game.look(lookThing) end)
end
-- Open or Use, depending if thing is a container
if not self:asCreature() then
if self:isContainer() then
if useThing then
if useThing:isContainer() then
menu:addOption('Open', function() print('open') end)
else
if self:isMultiUse() then
if useThing:isMultiUse() then
menu:addOption('Use with ...', function() print('use with...') end)
else
menu:addOption('Use', function() Game.use(self) end)
menu:addOption('Use', function() Game.use(useThing) end)
end
end
if self:isRotateable() then
menu:addOption('Rotate', function() print('rotate') end)
if useThing:isRotateable() then
menu:addOption('Rotate', function() Game.rotate(useThing) end)
end
menu:addSeparator()
if not self:isNotMoveable() and self:isPickupable() then
if not useThing:isNotMoveable() and useThing:isPickupable() then
menu:addOption('Trade with ...', function() print('trade with') end)
end
end
else
if creatureThing then
menu:addSeparator()
if self:asLocalPlayer() then
if creatureThing:asLocalPlayer() then
menu:addOption('Set Outfit', function() Game.openOutfitWindow() end)
else
-- todo: check for stop attack/follow
menu:addOption('Attack', function() print('attack') end)
menu:addOption('Follow', function() print('follow') end)
menu:addOption('Attack', function() Game.attack(creatureThing) end)
menu:addOption('Follow', function() Game.follow(creatureThing)end)
if self:asPlayer() then
if creatureThing:asPlayer() then
menu:addSeparator()
menu:addOption('Message to ' .. self:asCreature():getName(), function() print('message') end)
menu:addOption('Message to ' .. creatureThing:getName(), function() print('message') end)
menu:addOption('Add to VIP list', function() print('vip') end)
menu:addOption('Ignore ' .. self:asCreature():getName(), function() print('ignore') end)
menu:addOption('Ignore ' .. creatureThing:getName(), function() print('ignore') end)
menu:addOption('Invite to Party', function() print('invite to party') end)
end

@ -35,7 +35,7 @@ function Inventory.onInventoryItemMousePress(itemWidget, mousePos, mouseButton)
local item = itemWidget:getItem()
if not item then return end
item:createMenu(mousePos)
Game.createThingMenu(mousePos, item, item, nil)
end
connect(Game, { onLogin = Inventory.create,

@ -161,42 +161,60 @@ void Game::turn(Otc::Direction direction)
void Game::look(const ThingPtr& thing)
{
// thing is at map
if(thing->getPos().x != 65535) {
Position tilePos = thing->getPos();
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;
tilePos.coveredDown();
}
ThingPtr lookThing = tile->getThing(stackpos);
if(lookThing)
m_protocolGame->sendLookAt(tilePos, lookThing->getId(), stackpos);
}
// thing is at inventory
else
m_protocolGame->sendLookAt(thing->getPos(), thing->getId(), 0);
if(!m_online || !thing)
return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendLookAt(thing->getPos(), thing->getId(), stackpos);
}
void Game::use(const ThingPtr& thing)
{
if(!m_online || !thing)
return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, 0);// last 0 has something to do with container
}
void Game::attack(const CreaturePtr& creature)
{
if(!m_online || !creature)
return;
m_protocolGame->sendAttack(creature->getId());
}
void Game::follow(const CreaturePtr& creature)
{
if(!m_online || !creature)
return;
m_protocolGame->sendFollow(creature->getId());
}
void Game::rotate(const ThingPtr& thing)
{
if(!m_online || !thing)
return;
int stackpos = getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendRotateItem(thing->getPos(), thing->getId(), stackpos);
}
int Game::getThingStackpos(const ThingPtr& thing)
{
// thing is at map
if(thing->getPos().x != 65535) {
TilePtr tile = g_map.getTile(thing->getPos());
int stackpos = tile->getThingStackpos(thing);
if(stackpos != -1)
m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, 0);
return tile->getThingStackpos(thing);
}
// thing is at inventory
else
m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), 0, 0); // last 0 has something to do with container
// thing is at container or inventory
return 0;
}
void Game::talkChannel(int channelType, int channelId, const std::string& message)

@ -50,10 +50,14 @@ public:
void turn(Otc::Direction direction);
void look(const ThingPtr& thing);
void use(const ThingPtr& thing);
void attack(const CreaturePtr& creature);
void follow(const CreaturePtr& creature);
void rotate(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();
void setOutfit(const Outfit& outfit);
int getThingStackpos(const ThingPtr& thing);
bool isOnline() { return m_online; }

@ -323,6 +323,9 @@ void Map::removeThing(const ThingPtr& thing)
TilePtr Map::getTile(const Position& pos)
{
if(!pos.isValid())
return nullptr;
TilePtr& tile = m_tiles[pos];
if(!tile)
tile = TilePtr(new Tile(pos));

@ -78,11 +78,36 @@ ThingType *Thing::getType()
return g_thingsType.getEmptyThingType();
}
bool Thing::isGround()
{
return m_type->properties[ThingType::IsGround];
}
bool Thing::isGroundBorder()
{
return m_type->properties[ThingType::IsGroundBorder];
}
bool Thing::isOnBottom()
{
return m_type->properties[ThingType::IsOnBottom];
}
bool Thing::isOnTop()
{
return m_type->properties[ThingType::IsOnTop];
}
bool Thing::isContainer()
{
return m_type->properties[ThingType::IsContainer];
}
bool Thing::isForceUse()
{
return m_type->properties[ThingType::IsForceUse];
}
bool Thing::isMultiUse()
{
return m_type->properties[ThingType::IsMultiUse];
@ -102,3 +127,8 @@ bool Thing::isPickupable()
{
return m_type->properties[ThingType::IsPickupable];
}
bool Thing::ignoreLook()
{
return m_type->properties[ThingType::IgnoreLook];
}

@ -66,11 +66,17 @@ public:
virtual AnimatedTextPtr asAnimatedText() { return nullptr; }
virtual StaticTextPtr asStaticText() { return nullptr; }
bool isGround();
bool isGroundBorder();
bool isOnBottom();
bool isOnTop();
bool isContainer();
bool isForceUse();
bool isMultiUse();
bool isRotateable();
bool isNotMoveable();
bool isPickupable();
bool ignoreLook();
protected:
void internalDraw(const Point& p, int layer);

@ -197,15 +197,57 @@ ItemPtr Tile::getGround()
return nullptr;
}
int Tile::getLookStackpos()
ThingPtr Tile::getTopLookThing()
{
ThingPtr retThing;
// check if there is any lookable object in this tile
for(int i = m_things.size() - 1; i >= 0; --i) {
ThingType *type = m_things[i]->getType();
if(!type->properties[ThingType::IgnoreLook] &&
(type->properties[ThingType::IsGround] || type->properties[ThingType::IsGroundBorder] || type->properties[ThingType::IsOnBottom] || type->properties[ThingType::IsOnTop]))
return i;
ThingPtr thing = m_things[i];
if(!thing->ignoreLook() && (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
return thing;
else if(!thing->ignoreLook())
retThing = thing;
}
return -1;
// return this, it it is lookable.
if(retThing)
return retThing;
// if not, check on under tile
Position tilePos = m_position;
tilePos.coveredDown();
TilePtr tile = g_map.getTile(tilePos);
if(tile)
return tile->getTopLookThing();
return nullptr;
}
ThingPtr Tile::getTopUseThing()
{
if(isEmpty())
return nullptr;
for(int i = m_things.size() - 1; i >= 0; --i) {
ThingPtr thing = m_things[i];
if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
return thing;
}
return m_things[0];
}
CreaturePtr Tile::getTopCreature()
{
CreaturePtr creature;
for(int i = m_things.size() - 1; i >= 0; --i) {
ThingPtr thing = m_things[i];
if(thing->asLocalPlayer()) // return local player if there aint no other creature.
creature = thing->asCreature();
else if(thing->asCreature() && !thing->asLocalPlayer())
return thing->asCreature();
}
return creature;
}
bool Tile::isWalkable()

@ -44,11 +44,15 @@ public:
ThingPtr removeThing(int stackPos);
ThingPtr removeThing(const ThingPtr& thing);
ThingPtr getTopLookThing();
ThingPtr getTopUseThing();
CreaturePtr getTopCreature();
const Position& getPos() { return m_position; }
int getDrawElevation() { return m_drawElevation; }
std::vector<CreaturePtr> getCreatures();
ItemPtr getGround();
int getLookStackpos();
bool isWalkable();
bool isFullGround();
bool isFullyOpaque();

@ -66,6 +66,9 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("look", std::bind(&Game::look, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("follow", std::bind(&Game::follow, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("rotate", std::bind(&Game::rotate, &g_game, _1));
g_lua.registerClass<UIItem, UIWidget>();
g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>);

@ -79,7 +79,7 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
tilePos.perspectiveUp(tilePos.z - firstFloor);
for(int i = firstFloor; i <= Map::MAX_Z; i++) {
tile = g_map.getTile(tilePos);
if(!tile->isEmpty())
if(!tile || !tile->isEmpty())
break;
tilePos.coveredDown();
}
@ -87,14 +87,12 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
if(!tile || tile->isEmpty())
return true;
//tile->useItem();
if(button == Fw::MouseLeftButton) {
g_game.look(tile->getThing(0));
g_game.look(tile->getTopLookThing());
}
else if(button == Fw::MouseRightButton) {
g_lua.callGlobalField("Thing","createMenu", tile->getTopThing(), mousePos);
g_lua.callGlobalField("Game","createThingMenu", mousePos, tile->getTopLookThing(), tile->getTopUseThing(), tile->getTopCreature());
}
return true;

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