talk functions on game class
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@ -104,6 +104,8 @@ void Game::processTextMessage(int type, const std::string& message)
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void Game::walk(Otc::Direction direction)
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void Game::walk(Otc::Direction direction)
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{
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{
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if(!m_online)
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return;
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// TODO: check if we can walk.
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// TODO: check if we can walk.
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@ -157,3 +159,22 @@ void Game::turn(Otc::Direction direction)
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break;
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break;
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}
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}
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}
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}
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// Game.talkChannel(1, 0, "lalala")
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// TODO: MAKE SURE IT WAS AN USER EVENT AND NOT DIRECTLY FROM SCRIPT.
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void Game::talkChannel(int channelType, int channelId, const std::string& message)
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{
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if(!m_online)
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return;
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m_protocolGame->sendTalk(channelType, channelId, "", message);
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}
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void Game::talkPrivate(int channelType, const std::string& receiver, const std::string& message)
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{
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if(!m_online)
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return;
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m_protocolGame->sendTalk(channelType, 0, receiver, message);
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}
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@ -48,6 +48,8 @@ public:
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void walk(Otc::Direction direction);
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void walk(Otc::Direction direction);
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void turn(Otc::Direction direction);
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void turn(Otc::Direction direction);
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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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bool isOnline() { return m_online; }
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bool isOnline() { return m_online; }
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@ -54,7 +54,7 @@ public:
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void sendTurnEast();
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void sendTurnEast();
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void sendTurnSouth();
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void sendTurnSouth();
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void sendTurnWest();
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void sendTurnWest();
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void sendTalk(int channelType, const std::string& message, int channelId = 1, const std::string& receiver = "");
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void sendTalk(int channelType, int channelId, const std::string& receiver, const std::string& message);
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void sendAddVip(const std::string& name);
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void sendAddVip(const std::string& name);
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void sendRemoveVip(int id);
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void sendRemoveVip(int id);
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@ -158,12 +158,9 @@ void ProtocolGame::sendTurnWest()
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send(oMsg);
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send(oMsg);
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}
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}
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void ProtocolGame::sendTalk(int channelType, const std::string& message, int channelId, const std::string& receiver)
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void ProtocolGame::sendTalk(int channelType, int channelId, const std::string& receiver, const std::string& message)
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{
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{
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// Game.getProtocolGame():sendTalk(1, "lalala", 0, "ignore")
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if(message.length() > 255 || message.length() <= 0)
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// TODO: MAKE SURE IT WAS AN USER EVENT AND NOT DIRECTLY FROM SCRIPT.
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if(message.length() > 255 && message.length() <= 0)
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return;
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return;
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OutputMessage oMsg;
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OutputMessage oMsg;
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@ -49,7 +49,6 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction("cancelLogin", &ProtocolLogin::cancelLogin);
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g_lua.bindClassMemberFunction("cancelLogin", &ProtocolLogin::cancelLogin);
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g_lua.registerClass<ProtocolGame, Protocol>();
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g_lua.registerClass<ProtocolGame, Protocol>();
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g_lua.bindClassMemberFunction("sendTalk", &ProtocolGame::sendTalk);
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g_lua.registerClass<Thing>();
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g_lua.registerClass<Thing>();
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g_lua.registerClass<Creature>();
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g_lua.registerClass<Creature>();
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@ -64,7 +63,8 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("cancelLogin", std::bind(&Game::cancelLogin, &g_game));
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g_lua.bindClassStaticFunction<Game>("cancelLogin", std::bind(&Game::cancelLogin, &g_game));
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g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
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g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
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g_lua.bindClassStaticFunction<Game>("getProtocolGame", std::bind(&Game::getProtocolGame, &g_game));
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g_lua.bindClassStaticFunction<Game>("talkChannel", std::bind(&Game::talkChannel, &g_game, _1, _2, _3));
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g_lua.bindClassStaticFunction<Game>("talkPrivate", std::bind(&Game::talkPrivate, &g_game, _1, _2, _3));
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g_lua.registerClass<UIMap, UIWidget>();
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g_lua.registerClass<UIMap, UIWidget>();
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g_lua.bindClassStaticFunction<UIMap>("create", &UIWidget::create<UIMap>);
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g_lua.bindClassStaticFunction<UIMap>("create", &UIWidget::create<UIMap>);
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