look on items

master
Henrique Santiago 13 years ago
parent 7c28297397
commit 9fbdf3f5cb

@ -131,4 +131,4 @@ KeyboardShiftModifier = 4
MouseNoButton = 0 MouseNoButton = 0
MouseLeftButton = 1 MouseLeftButton = 1
MouseRightButton = 2 MouseRightButton = 2
MouseMidButton = 3 MouseMidButton = 3

@ -3,17 +3,6 @@ Inventory = {}
-- private variables -- private variables
local window = nil local window = nil
local InventorySlotHead = 1
local InventorySlotNecklace = 2
local InventorySlotBackpack = 3
local InventorySlotArmor = 4
local InventorySlotRight = 5
local InventorySlotLeft = 6
local InventorySlotLegs = 7
local InventorySlotFeet = 8
local InventorySlotRing = 9
local InventorySlotAmmo = 10
-- public functions -- public functions
function Inventory.create() function Inventory.create()
window = UI.display('inventory.otui', { parent = Game.gameRightPanel }) window = UI.display('inventory.otui', { parent = Game.gameRightPanel })
@ -26,30 +15,7 @@ end
-- hooked events -- hooked events
function Inventory.onInventoryChange(slot, item) function Inventory.onInventoryChange(slot, item)
local slotId local itemWidget = window:getChildById('slot' .. slot)
if slot == InventorySlotHead then
slotId = 'head'
elseif slot == InventorySlotNecklace then
slotId = 'necklace'
elseif slot == InventorySlotBackpack then
slotId = 'backpack'
elseif slot == InventorySlotArmor then
slotId = 'armor'
elseif slot == InventorySlotRight then
slotId = 'right'
elseif slot == InventorySlotLeft then
slotId = 'left'
elseif slot == InventorySlotLegs then
slotId = 'legs'
elseif slot == InventorySlotFeet then
slotId = 'feet'
elseif slot == InventorySlotRing then
slotId = 'ring'
elseif slot == InventorySlotAmmo then
slotId = 'ammo'
end
local itemWidget = window:getChildById(slotId)
itemWidget:setItem(item) itemWidget:setItem(item)
end end
@ -64,18 +30,19 @@ function Inventory.onSoulChange(soul)
end end
function Inventory.onInventoryItemMousePress(itemWidget, mousePos, mouseButton) function Inventory.onInventoryItemMousePress(itemWidget, mousePos, mouseButton)
if mouseButton ~= MouseRightButton then if mouseButton ~= MouseRightButton then return end
return
end
local item = itemWidget:getItem() local item = itemWidget:getItem()
if not item then if not item then return end
return
end
local menu = UIPopupMenu.create() local menu = UIPopupMenu.create()
menu:addOption('Look', function() print('look') end)
-- Look
local itemId = item:getId()
local slotId = tonumber(itemWidget:getId():sub(5))
menu:addOption('Look', function() Game.lookAtInventory(itemId, slotId) end)
-- Open or Use, depending if thing is a container
if item:isContainer() then if item:isContainer() then
menu:addOption('Open', function() print('open') end) menu:addOption('Open', function() print('open') end)
else else

@ -10,72 +10,82 @@ UIWindow
move-policy: free updated move-policy: free updated
InvetoryItem InvetoryItem
id: head // head
id: slot1
anchors.top: parent.top anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter anchors.horizontalCenter: parent.horizontalCenter
InvetoryItem InvetoryItem
id: armor // armor
id: slot4
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: legs // legs
id: slot7
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: feet // feet
id: slot8
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: necklace // necklace
id: slot2
anchors.top: parent.top anchors.top: parent.top
anchors.right: head.left anchors.right: slot1.left
margin-top: 10 margin-top: 10
margin-right: 5 margin-right: 5
InvetoryItem InvetoryItem
id: left // left
id: slot6
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: ring // ring
id: slot9
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: backpack // backpack
id: slot3
anchors.top: parent.top anchors.top: parent.top
anchors.left: head.right anchors.left: slot1.right
margin-top: 10 margin-top: 10
margin-left: 5 margin-left: 5
InvetoryItem InvetoryItem
id: right // right
id: slot5
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
InvetoryItem InvetoryItem
id: ammo // ammo
id: slot10
anchors.top: prev.bottom anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5 margin-top: 5
Label Label
id: soul id: soul
anchors.top: ring.bottom anchors.top: slot9.bottom
anchors.bottom: feet.bottom anchors.bottom: slot8.bottom
anchors.left: ring.left anchors.left: slot9.left
anchors.right: ring.right anchors.right: slot9.right
margin-top: 5 margin-top: 5
text-align: center text-align: center
@ -86,10 +96,10 @@ UIWindow
Label Label
id: capacity id: capacity
anchors.top: ammo.bottom anchors.top: slot10.bottom
anchors.bottom: feet.bottom anchors.bottom: slot8.bottom
anchors.left: ammo.left anchors.left: slot10.left
anchors.right: ammo.right anchors.right: slot10.right
margin-top: 5 margin-top: 5
text-align: center text-align: center

@ -1,6 +1,6 @@
CenterLabel < Label CenterLabel < Label
font: verdana-11px-rounded font: verdana-11px-rounded
height: 16 height: 64
text-align: center text-align: center
anchors.verticalCenter: parent.verticalCenter anchors.verticalCenter: parent.verticalCenter
anchors.left: parent.left anchors.left: parent.left

@ -156,7 +156,7 @@ void Game::turn(Otc::Direction direction)
} }
} }
void Game::look(const Position& position) void Game::lookAtMap(const Position& position)
{ {
Position tilePos = position; Position tilePos = position;
TilePtr tile = nullptr; TilePtr tile = nullptr;
@ -176,6 +176,12 @@ void Game::look(const Position& position)
m_protocolGame->sendLookAt(tilePos, thing->getId(), stackpos); m_protocolGame->sendLookAt(tilePos, thing->getId(), stackpos);
} }
void Game::lookAtInventory(int thingId, int slot)
{
Position pos = Position(0xffff, slot, 0);
m_protocolGame->sendLookAt(pos, thingId, 0);
}
void Game::talkChannel(int channelType, int channelId, const std::string& message) void Game::talkChannel(int channelType, int channelId, const std::string& message)
{ {
if(!m_online) if(!m_online)

@ -48,7 +48,8 @@ public:
void walk(Otc::Direction direction); void walk(Otc::Direction direction);
void turn(Otc::Direction direction); void turn(Otc::Direction direction);
void look(const Position& position); void lookAtMap(const Position& position);
void lookAtInventory(int thingId, int slot);
void talkChannel(int channelType, int channelId, const std::string& message); void talkChannel(int channelType, int channelId, const std::string& message);
void talkPrivate(int channelType, const std::string& receiver, const std::string& message); void talkPrivate(int channelType, const std::string& receiver, const std::string& message);
void openOutfitWindow(); void openOutfitWindow();

@ -342,7 +342,7 @@ void Map::addCreature(const CreaturePtr& creature)
CreaturePtr Map::getCreatureById(uint32 id) CreaturePtr Map::getCreatureById(uint32 id)
{ {
if(g_game.getLocalPlayer() && g_game.getLocalPlayer()->getId() == id) if(g_game.getLocalPlayer() && (uint32)g_game.getLocalPlayer()->getId() == id)
return g_game.getLocalPlayer(); return g_game.getLocalPlayer();
return m_creatures[id]; return m_creatures[id];
} }

@ -52,7 +52,7 @@ void Thing::internalDraw(const Point& p, int layer)
} }
} }
void Thing::setId(uint32 id) void Thing::setId(int id)
{ {
m_id = id; m_id = id;
m_type = getType(); m_type = getType();

@ -43,10 +43,10 @@ public:
virtual void draw(const Point& p) = 0; virtual void draw(const Point& p) = 0;
void setId(uint32 id); void setId(int id);
virtual void setPosition(const Position& position) { m_position = position; } virtual void setPosition(const Position& position) { m_position = position; }
uint32 getId() const { return m_id; } int getId() const { return m_id; }
Position getPosition() const { return m_position; } Position getPosition() const { return m_position; }
int getStackPriority(); int getStackPriority();
virtual ThingType *getType(); virtual ThingType *getType();

@ -35,6 +35,7 @@ void OTClient::registerLuaFunctions()
g_lua.registerClass<ProtocolGame, Protocol>(); g_lua.registerClass<ProtocolGame, Protocol>();
g_lua.registerClass<Thing>(); g_lua.registerClass<Thing>();
g_lua.bindClassMemberFunction<Thing>("getId", &Thing::getId);
g_lua.bindClassMemberFunction<Thing>("getType", &Thing::getType); g_lua.bindClassMemberFunction<Thing>("getType", &Thing::getType);
g_lua.bindClassMemberFunction<Thing>("isContainer", &Thing::isContainer); g_lua.bindClassMemberFunction<Thing>("isContainer", &Thing::isContainer);
@ -55,6 +56,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game)); g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
g_lua.bindClassStaticFunction<Game>("openOutfitWindow", std::bind(&Game::openOutfitWindow, &g_game)); g_lua.bindClassStaticFunction<Game>("openOutfitWindow", std::bind(&Game::openOutfitWindow, &g_game));
g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1)); g_lua.bindClassStaticFunction<Game>("setOutfit", std::bind(&Game::setOutfit, &g_game, _1));
g_lua.bindClassStaticFunction<Game>("lookAtInventory", std::bind(&Game::lookAtInventory, &g_game, _1, _2));
g_lua.registerClass<UIItem, UIWidget>(); g_lua.registerClass<UIItem, UIWidget>();
g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>); g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>);

@ -1083,7 +1083,7 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
g_map.removeCreatureById(removeId); g_map.removeCreatureById(removeId);
if(id == m_localPlayer->getId()) if(id == (uint32)m_localPlayer->getId())
creature = m_localPlayer->asCreature(); creature = m_localPlayer->asCreature();
else if(id >= Otc::PlayerStartId && id < Otc::PlayerEndId) else if(id >= Otc::PlayerStartId && id < Otc::PlayerEndId)
creature = PlayerPtr(new Player)->asCreature(); creature = PlayerPtr(new Player)->asCreature();

@ -92,7 +92,7 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
if(button == Fw::MouseLeftButton) { if(button == Fw::MouseLeftButton) {
} }
else if(button == Fw::MouseRightButton) { else if(button == Fw::MouseRightButton) {
g_game.look(tilePos); //g_game.lookAtMap(tilePos);
} }
return true; return true;

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