Some overall fixes:

* Fix to market constraints.
* Fixed bug with skill percent not rounding.
* Dereference textEdit variable properly.
* Fix to the outfit window regarding mounts.
* Added enableResize to UIMiniWindow.
* Some minor edits.
This commit is contained in:
BeniS 2012-08-23 02:21:02 +12:00
parent 9eef114779
commit ecd1ec5c0d
8 changed files with 41 additions and 24 deletions

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@ -314,6 +314,10 @@ function UIMiniWindow:disableResize()
self:getChildById('bottomResizeBorder'):disable() self:getChildById('bottomResizeBorder'):disable()
end end
function UIMiniWindow:enableResize()
self:getChildById('bottomResizeBorder'):enable()
end
function UIMiniWindow:fitOnParent() function UIMiniWindow:fitOnParent()
local parent = self:getParent() local parent = self:getParent()
if self:isVisible() and parent and parent:getClassName() == 'UIMiniWindowContainer' then if self:isVisible() and parent and parent:getClassName() == 'UIMiniWindowContainer' then

View File

@ -22,7 +22,7 @@ end
function reloadContainers() function reloadContainers()
clean() clean()
for containerid,container in pairs(g_game.getContainers()) do for _,container in pairs(g_game.getContainers()) do
onContainerOpen(container) onContainerOpen(container)
end end
end end
@ -91,7 +91,7 @@ function onContainerOpen(container, previousContainer)
local layout = containerPanel:getLayout() local layout = containerPanel:getLayout()
local cellSize = layout:getCellSize() local cellSize = layout:getCellSize()
containerWindow:setContentMinimumHeight(cellSize.height*1) containerWindow:setContentMinimumHeight(cellSize.height)
containerWindow:setContentMaximumHeight(cellSize.height*layout:getNumLines()) containerWindow:setContentMaximumHeight(cellSize.height*layout:getNumLines())
if not previousContainer then if not previousContainer then

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@ -56,15 +56,13 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
self.cancelNextRelease = false self.cancelNextRelease = false
return true return true
end end
local tile = self:getTile(mousePosition)
local localPlayerPos = g_game.getLocalPlayer():getPosition()
local autoWalkPos = self:getPosition(mousePosition) local autoWalkPos = self:getPosition(mousePosition)
-- happens when clicking outside of map boundaries -- happens when clicking outside of map boundaries
if not autoWalkPos then return false end if not autoWalkPos then return false end
local localPlayerPos = g_game.getLocalPlayer():getPosition()
if autoWalkPos.z ~= localPlayerPos.z then if autoWalkPos.z ~= localPlayerPos.z then
local dz = autoWalkPos.z - localPlayerPos.z local dz = autoWalkPos.z - localPlayerPos.z
autoWalkPos.x = autoWalkPos.x + dz autoWalkPos.x = autoWalkPos.x + dz
@ -77,6 +75,7 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
local creatureThing local creatureThing
local multiUseThing local multiUseThing
local tile = self:getTile(mousePosition)
if tile then if tile then
lookThing = tile:getTopLookThing() lookThing = tile:getTopLookThing()
useThing = tile:getTopUseThing() useThing = tile:getTopUseThing()

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@ -19,8 +19,6 @@
* Extend information features * Extend information features
- Hover over offers for purchase information (balance after transaction, etc) - Hover over offers for purchase information (balance after transaction, etc)
- Display out of trend market offers based on their previous statistics (like cipsoft does) - Display out of trend market offers based on their previous statistics (like cipsoft does)
* Make compatible with cipsoft 9.61 (has the protocol changed? creating offer not working)
]] ]]
Market = {} Market = {}
@ -1005,8 +1003,18 @@ function Market.createNewOffer()
local amount = amountEdit:getValue() local amount = amountEdit:getValue()
local anonymous = anonymous:isChecked() and 1 or 0 local anonymous = anonymous:isChecked() and 1 or 0
-- error check offer -- error checking
local errorMsg = '' local errorMsg = ''
if type == MarketAction.Buy then
if information.balance < ((piecePrice * amount) + fee) then
errorMsg = errorMsg..'Not enough balance to create this offer.\n'
end
elseif type == MarketAction.Sell then
if Market.depotContains(spriteId) < amount then
errorMsg = errorMsg..'Not enough items in your depot to create this offer.\n'
end
end
if piecePrice > piecePriceEdit.maximum then if piecePrice > piecePriceEdit.maximum then
errorMsg = errorMsg..'Price is too high.\n' errorMsg = errorMsg..'Price is too high.\n'
elseif piecePrice < piecePriceEdit.minimum then elseif piecePrice < piecePriceEdit.minimum then
@ -1017,9 +1025,10 @@ function Market.createNewOffer()
elseif amount < amountEdit.minimum then elseif amount < amountEdit.minimum then
errorMsg = errorMsg..'Amount is too low.\n' errorMsg = errorMsg..'Amount is too low.\n'
end end
local timeCheck = os.time() - lastCreatedOffer local timeCheck = os.time() - lastCreatedOffer
if timeCheck < offerExhaust[type] then if timeCheck < offerExhaust[type] then
local waitTime = math.ceil((offerExhaust[type] - timeCheck)) local waitTime = math.ceil(offerExhaust[type] - timeCheck)
errorMsg = errorMsg..'You must wait '.. waitTime ..' seconds before creating a new offer.\n' errorMsg = errorMsg..'You must wait '.. waitTime ..' seconds before creating a new offer.\n'
end end

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@ -268,7 +268,7 @@ function onStaminaChange(localPlayer, stamina)
if minutes < 10 then if minutes < 10 then
minutes = '0' .. minutes minutes = '0' .. minutes
end end
local percent = 100 * stamina / (42 * 60) -- max is 42 hours local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours
setSkillValue('stamina', hours .. ":" .. minutes) setSkillValue('stamina', hours .. ":" .. minutes)
setSkillPercent('stamina', percent, tr('You have %s percent', percent)) setSkillPercent('stamina', percent, tr('You have %s percent', percent))
@ -293,13 +293,13 @@ function onRegenerationChange(localPlayer, regenerationTime)
if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
return return
end end
local hours = math.floor(regenerationTime / 60) local minutes = math.floor(regenerationTime / 60)
local minutes = regenerationTime % 60 local seconds = regenerationTime % 60
if minutes < 10 then if seconds < 10 then
minutes = '0' .. minutes seconds = '0' .. seconds
end end
setSkillValue('regenerationTime', hours .. ":" .. minutes) setSkillValue('regenerationTime', minutes .. ":" .. seconds)
checkAlert('regenerationTime', regenerationTime, false, 300) checkAlert('regenerationTime', regenerationTime, false, 300)
end end

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@ -67,6 +67,7 @@ function onGameEditText(id, itemId, maxLength, text, writter, time)
if writeable then if writeable then
g_game.editText(id, textEdit:getText()) g_game.editText(id, textEdit:getText())
end end
textEdit = nil
destroy() destroy()
end end

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@ -521,7 +521,7 @@ void Creature::setOutfit(const Outfit& outfit)
m_outfit.setAuxId(outfit.getAuxId()); m_outfit.setAuxId(outfit.getAuxId());
m_outfit.setCategory(outfit.getCategory()); m_outfit.setCategory(outfit.getCategory());
} else { } else {
if(!g_things.isValidDatId(outfit.getId(), ThingCategoryCreature)) if(outfit.getId() > 0 && !g_things.isValidDatId(outfit.getId(), ThingCategoryCreature))
return; return;
m_outfit = outfit; m_outfit = outfit;
} }

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@ -325,11 +325,15 @@ void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector
{ {
virtualMountCreature = CreaturePtr(new Creature); virtualMountCreature = CreaturePtr(new Creature);
virtualMountCreature->setDirection(Otc::South); virtualMountCreature->setDirection(Otc::South);
if(currentOufit.getMount() > 0) {
Outfit mountOutfit; Outfit mountOutfit;
mountOutfit.setId(currentOufit.getMount()); mountOutfit.setId(0);
virtualMountCreature->setOutfit(mountOutfit);
} int mount = currentOufit.getMount();
if(mount > 0)
mountOutfit.setId(mount);
virtualMountCreature->setOutfit(mountOutfit);
} }
g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualOutfitCreature, outfitList, virtualMountCreature, mountList); g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualOutfitCreature, outfitList, virtualMountCreature, mountList);