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https://github.com/edubart/otclient.git
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* Added new left and right game button panels. * Relocated main game toggle buttons to the right side of the screen to make it easier to toggle miniwindows. * Added table.empty(t) function to table lib. * Renamed module game_healthbar to game_healthinfo. * Combat controls now save per character (e.g. Fight mode, chase mode, safe fight mode) * Last channels open now save per character. * Fixed typo in containers.lua. * Added logout prompting window message when you logout via the logout button. * Added exit promting window message when you attempt to exit the client. * Repositioned some minimap buttons. * Fixed so when creatures health percent is < 1 it will not draw the creature information. Known Issues: * If you move a container widget into the map rect if you move an item onto itself it will allow this to execute still dropping the item on the ground. * The server is calling to open channels after onGameStart is executed causing it to focus the last tab opened. Fix: Don't save channels to the settings that are opened by the server.
96 lines
2.6 KiB
Lua
96 lines
2.6 KiB
Lua
Inventory = {}
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-- public variables
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InventorySlotStyles = {
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[InventorySlotHead] = "HeadSlot",
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[InventorySlotNeck] = "NeckSlot",
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[InventorySlotBack] = "BackSlot",
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[InventorySlotBody] = "BodySlot",
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[InventorySlotRight] = "RightSlot",
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[InventorySlotLeft] = "LeftSlot",
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[InventorySlotLeg] = "LegSlot",
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[InventorySlotFeet] = "FeetSlot",
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[InventorySlotFinger] = "FingerSlot",
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[InventorySlotAmmo] = "AmmoSlot"
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}
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-- private variables
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local inventoryWindow
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local inventoryPanel
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local inventoryButton
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-- public functions
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function Inventory.init()
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connect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
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onFreeCapacityChange = Inventory.onFreeCapacityChange })
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connect(g_game, { onGameStart = Inventory.refresh })
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g_keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
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inventoryWindow = g_ui.loadUI('inventory.otui', GameInterface.getRightPanel())
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inventoryPanel = inventoryWindow:getChildById('contentsPanel')
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inventoryButton = TopMenu.addRightGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', 'inventory.png', Inventory.toggle)
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inventoryButton:setOn(true)
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Inventory.refresh()
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end
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function Inventory.terminate()
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disconnect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
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onFreeCapacityChange = Inventory.onFreeCapacityChange })
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disconnect(g_game, { onGameStart = Inventory.refresh })
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g_keyboard.unbindKeyDown('Ctrl+I')
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inventoryWindow:destroy()
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inventoryButton:destroy()
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inventoryWindow = nil
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inventoryButton = nil
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inventoryPanel = nil
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Inventory = nil
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end
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function Inventory.refresh()
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local player = g_game.getLocalPlayer()
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for i=InventorySlotFirst,InventorySlotLast do
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if player then
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Inventory.onInventoryChange(player, i, player:getInventoryItem(i))
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else
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Inventory.onInventoryChange(player, i, nil)
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end
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end
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end
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function Inventory.toggle()
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if inventoryButton:isOn() then
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inventoryWindow:close()
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inventoryButton:setOn(false)
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else
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inventoryWindow:open()
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inventoryButton:setOn(true)
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end
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end
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function Inventory.onMiniWindowClose()
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inventoryButton:setOn(false)
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end
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-- hooked events
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function Inventory.onInventoryChange(player, slot, item, oldItem)
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local itemWidget = inventoryPanel:getChildById('slot' .. slot)
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if(item) then
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itemWidget:setStyle('Item')
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itemWidget:setItem(item)
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else
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itemWidget:setStyle(InventorySlotStyles[slot])
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itemWidget:setItem(nil)
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end
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end
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function Inventory.onFreeCapacityChange(player, freeCapacity)
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local widget = inventoryPanel:getChildById('capacity')
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widget:setText("Cap:\n" .. freeCapacity)
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end
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