master
Eduardo Bart 13 years ago
parent 4de5e45d52
commit b18f85d6fd

@ -8,3 +8,10 @@ function drawDebugBoxes(enable)
if enable == nil then enable = true end if enable == nil then enable = true end
g_ui.setDebugBoxesDrawing(enable) g_ui.setDebugBoxesDrawing(enable)
end end
function displayItem(id)
local itemWidget = createWidget('Item', rootWidget)
--itemWidget:setItem(Item.create(11703))
end
addEvent(function() displayItem(408) end)

@ -24,7 +24,8 @@
Outfit::Outfit() Outfit::Outfit()
{ {
m_type = 0; m_type = 128;
resetClothes();
} }
Color Outfit::getColor(int color) Color Outfit::getColor(int color)

@ -40,7 +40,7 @@ bool ThingsType::load(const std::string& file)
for(int i = 0; i < LastCategory; ++i) for(int i = 0; i < LastCategory; ++i)
numThings[i] = Fw::getU16(fin); numThings[i] = Fw::getU16(fin);
numThings[Item] -= 100; numThings[Item] -= 99;
for(int i = 0; i < LastCategory; ++i) { for(int i = 0; i < LastCategory; ++i) {
m_things[i].resize(numThings[i]); m_things[i].resize(numThings[i]);
@ -115,16 +115,11 @@ void ThingsType::parseThingType(std::stringstream& fin, ThingType& thingType)
ThingType *ThingsType::getThingType(uint16 id, Categories category) ThingType *ThingsType::getThingType(uint16 id, Categories category)
{ {
assert(id != 0);
if(category == Item) if(category == Item)
id -= 100; id -= 100;
else if(category == Creature || category == Effect || category == Missile)
//assert(id < m_things[category].size()); id -= 1;
assert(id < m_things[category].size());
// assert wrokground
if(id >= m_things[category].size()) {
//logTraceErrorOnce("got an invalid type");
return &m_emptyThingType;
}
return &m_things[category][id]; return &m_things[category][id];
} }

@ -129,6 +129,8 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture); g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
g_lua.registerClass<Item, Thing>(); g_lua.registerClass<Item, Thing>();
g_lua.bindClassStaticFunction<Item>("create", &Item::create);
g_lua.registerClass<Effect, Thing>(); g_lua.registerClass<Effect, Thing>();
g_lua.registerClass<Missile, Thing>(); g_lua.registerClass<Missile, Thing>();
g_lua.registerClass<StaticText, Thing>(); g_lua.registerClass<StaticText, Thing>();

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