thing menu improvements
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parent
215d426b42
commit
478e55e658
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@ -1,47 +1,51 @@
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-- public functions
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function Thing:createMenu(menuPosition)
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function Game.createThingMenu(menuPosition, lookThing, useThing, creatureThing)
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local menu = createWidget('PopupMenu')
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menu:addOption('Look', function() Game.look(self) end)
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if lookThing then
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menu:addOption('Look', function() Game.look(lookThing) end)
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end
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-- Open or Use, depending if thing is a container
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if not self:asCreature() then
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if self:isContainer() then
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if useThing then
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if useThing:isContainer() then
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menu:addOption('Open', function() print('open') end)
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else
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if self:isMultiUse() then
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if useThing:isMultiUse() then
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menu:addOption('Use with ...', function() print('use with...') end)
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else
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menu:addOption('Use', function() Game.use(self) end)
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menu:addOption('Use', function() Game.use(useThing) end)
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end
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end
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if self:isRotateable() then
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menu:addOption('Rotate', function() print('rotate') end)
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if useThing:isRotateable() then
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menu:addOption('Rotate', function() Game.rotate(useThing) end)
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end
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menu:addSeparator()
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if not self:isNotMoveable() and self:isPickupable() then
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if not useThing:isNotMoveable() and useThing:isPickupable() then
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menu:addOption('Trade with ...', function() print('trade with') end)
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end
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end
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else
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if creatureThing then
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menu:addSeparator()
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if self:asLocalPlayer() then
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if creatureThing:asLocalPlayer() then
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menu:addOption('Set Outfit', function() Game.openOutfitWindow() end)
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else
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-- todo: check for stop attack/follow
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menu:addOption('Attack', function() print('attack') end)
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menu:addOption('Follow', function() print('follow') end)
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menu:addOption('Attack', function() Game.attack(creatureThing) end)
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menu:addOption('Follow', function() Game.follow(creatureThing)end)
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if self:asPlayer() then
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if creatureThing:asPlayer() then
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menu:addSeparator()
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menu:addOption('Message to ' .. self:asCreature():getName(), function() print('message') end)
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menu:addOption('Message to ' .. creatureThing:getName(), function() print('message') end)
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menu:addOption('Add to VIP list', function() print('vip') end)
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menu:addOption('Ignore ' .. self:asCreature():getName(), function() print('ignore') end)
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menu:addOption('Ignore ' .. creatureThing:getName(), function() print('ignore') end)
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menu:addOption('Invite to Party', function() print('invite to party') end)
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end
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@ -35,7 +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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item:createMenu(mousePos)
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Game.createThingMenu(mousePos, item, item, nil)
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end
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connect(Game, { onLogin = Inventory.create,
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@ -161,42 +161,60 @@ void Game::turn(Otc::Direction direction)
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void Game::look(const ThingPtr& thing)
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{
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// thing is at map
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if(thing->getPos().x != 65535) {
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Position tilePos = thing->getPos();
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TilePtr tile = nullptr;
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int stackpos = -1;
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if(!m_online || !thing)
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return;
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while(true) {
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tile = g_map.getTile(tilePos);
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stackpos = tile->getLookStackpos();
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if(stackpos != -1 || tilePos.z >= Map::MAX_Z)
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break;
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tilePos.coveredDown();
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}
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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->getPos(), thing->getId(), 0);
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int stackpos = getThingStackpos(thing);
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if(stackpos != -1)
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m_protocolGame->sendLookAt(thing->getPos(), thing->getId(), stackpos);
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}
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void Game::use(const ThingPtr& thing)
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{
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if(!m_online || !thing)
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return;
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int stackpos = getThingStackpos(thing);
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if(stackpos != -1)
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m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, 0);// last 0 has something to do with container
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}
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void Game::attack(const CreaturePtr& creature)
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{
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if(!m_online || !creature)
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return;
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m_protocolGame->sendAttack(creature->getId());
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}
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void Game::follow(const CreaturePtr& creature)
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{
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if(!m_online || !creature)
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return;
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m_protocolGame->sendFollow(creature->getId());
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}
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void Game::rotate(const ThingPtr& thing)
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{
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if(!m_online || !thing)
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return;
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int stackpos = getThingStackpos(thing);
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if(stackpos != -1)
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m_protocolGame->sendRotateItem(thing->getPos(), thing->getId(), stackpos);
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}
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int Game::getThingStackpos(const ThingPtr& thing)
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{
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// thing is at map
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if(thing->getPos().x != 65535) {
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TilePtr tile = g_map.getTile(thing->getPos());
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int stackpos = tile->getThingStackpos(thing);
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if(stackpos != -1)
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m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), stackpos, 0);
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return tile->getThingStackpos(thing);
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}
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// thing is at inventory
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else
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m_protocolGame->sendUseItem(thing->getPos(), thing->getId(), 0, 0); // last 0 has something to do with container
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// thing is at container or inventory
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return 0;
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}
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void Game::talkChannel(int channelType, int channelId, const std::string& message)
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@ -50,10 +50,14 @@ public:
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void turn(Otc::Direction direction);
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void look(const ThingPtr& thing);
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void use(const ThingPtr& thing);
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void attack(const CreaturePtr& creature);
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void follow(const CreaturePtr& creature);
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void rotate(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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void setOutfit(const Outfit& outfit);
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int getThingStackpos(const ThingPtr& thing);
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bool isOnline() { return m_online; }
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@ -323,6 +323,9 @@ void Map::removeThing(const ThingPtr& thing)
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TilePtr Map::getTile(const Position& pos)
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{
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if(!pos.isValid())
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return nullptr;
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TilePtr& tile = m_tiles[pos];
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if(!tile)
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tile = TilePtr(new Tile(pos));
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@ -78,11 +78,36 @@ ThingType *Thing::getType()
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return g_thingsType.getEmptyThingType();
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}
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bool Thing::isGround()
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{
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return m_type->properties[ThingType::IsGround];
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}
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bool Thing::isGroundBorder()
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{
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return m_type->properties[ThingType::IsGroundBorder];
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}
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bool Thing::isOnBottom()
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{
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return m_type->properties[ThingType::IsOnBottom];
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}
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bool Thing::isOnTop()
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{
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return m_type->properties[ThingType::IsOnTop];
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}
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bool Thing::isContainer()
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{
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return m_type->properties[ThingType::IsContainer];
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}
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bool Thing::isForceUse()
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{
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return m_type->properties[ThingType::IsForceUse];
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}
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bool Thing::isMultiUse()
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{
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return m_type->properties[ThingType::IsMultiUse];
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@ -102,3 +127,8 @@ bool Thing::isPickupable()
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{
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return m_type->properties[ThingType::IsPickupable];
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}
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bool Thing::ignoreLook()
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{
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return m_type->properties[ThingType::IgnoreLook];
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}
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@ -66,11 +66,17 @@ public:
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virtual AnimatedTextPtr asAnimatedText() { return nullptr; }
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virtual StaticTextPtr asStaticText() { return nullptr; }
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bool isGround();
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bool isGroundBorder();
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bool isOnBottom();
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bool isOnTop();
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bool isContainer();
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bool isForceUse();
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bool isMultiUse();
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bool isRotateable();
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bool isNotMoveable();
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bool isPickupable();
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bool ignoreLook();
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protected:
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void internalDraw(const Point& p, int layer);
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@ -197,15 +197,57 @@ ItemPtr Tile::getGround()
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return nullptr;
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}
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int Tile::getLookStackpos()
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ThingPtr Tile::getTopLookThing()
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{
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ThingPtr retThing;
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// check if there is any lookable object in this tile
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for(int i = m_things.size() - 1; i >= 0; --i) {
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ThingType *type = m_things[i]->getType();
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if(!type->properties[ThingType::IgnoreLook] &&
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(type->properties[ThingType::IsGround] || type->properties[ThingType::IsGroundBorder] || type->properties[ThingType::IsOnBottom] || type->properties[ThingType::IsOnTop]))
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return i;
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ThingPtr thing = m_things[i];
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if(!thing->ignoreLook() && (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
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return thing;
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else if(!thing->ignoreLook())
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retThing = thing;
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}
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return -1;
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// return this, it it is lookable.
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if(retThing)
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return retThing;
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// if not, check on under tile
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Position tilePos = m_position;
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tilePos.coveredDown();
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TilePtr tile = g_map.getTile(tilePos);
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if(tile)
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return tile->getTopLookThing();
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return nullptr;
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}
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ThingPtr Tile::getTopUseThing()
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{
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if(isEmpty())
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return nullptr;
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for(int i = m_things.size() - 1; i >= 0; --i) {
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ThingPtr thing = m_things[i];
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if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
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return thing;
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}
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return m_things[0];
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}
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CreaturePtr Tile::getTopCreature()
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{
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CreaturePtr creature;
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for(int i = m_things.size() - 1; i >= 0; --i) {
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ThingPtr thing = m_things[i];
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if(thing->asLocalPlayer()) // return local player if there aint no other creature.
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creature = thing->asCreature();
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else if(thing->asCreature() && !thing->asLocalPlayer())
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return thing->asCreature();
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}
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return creature;
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}
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bool Tile::isWalkable()
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@ -44,11 +44,15 @@ public:
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ThingPtr removeThing(int stackPos);
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ThingPtr removeThing(const ThingPtr& thing);
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ThingPtr getTopLookThing();
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ThingPtr getTopUseThing();
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CreaturePtr getTopCreature();
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const Position& getPos() { return m_position; }
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int getDrawElevation() { return m_drawElevation; }
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std::vector<CreaturePtr> getCreatures();
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ItemPtr getGround();
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int getLookStackpos();
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bool isWalkable();
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bool isFullGround();
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bool isFullyOpaque();
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@ -66,6 +66,9 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("look", std::bind(&Game::look, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("use", std::bind(&Game::use, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("attack", std::bind(&Game::attack, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("follow", std::bind(&Game::follow, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("rotate", std::bind(&Game::rotate, &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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@ -79,7 +79,7 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
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tilePos.perspectiveUp(tilePos.z - firstFloor);
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for(int i = firstFloor; i <= Map::MAX_Z; i++) {
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tile = g_map.getTile(tilePos);
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if(!tile->isEmpty())
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if(!tile || !tile->isEmpty())
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break;
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tilePos.coveredDown();
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}
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@ -87,14 +87,12 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
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if(!tile || tile->isEmpty())
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return true;
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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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g_game.look(tile->getTopLookThing());
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}
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else if(button == Fw::MouseRightButton) {
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g_lua.callGlobalField("Thing","createMenu", tile->getTopThing(), mousePos);
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g_lua.callGlobalField("Game","createThingMenu", mousePos, tile->getTopLookThing(), tile->getTopUseThing(), tile->getTopCreature());
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}
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return true;
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