541 lines
14 KiB
Lua
541 lines
14 KiB
Lua
-- In this file we define functions that serves for interaction windows
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------------------------------------------------------------------------------------------------------------
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-- create the game namespace without reseting if already created in an other file.
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if (game==nil) then
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game= {};
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end
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------------------------------------------------------------------------------------------------------------
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-- called when server send an invitaion we receive a text id containing the string to display (invitor name)
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function game:onTeamInvation(textID)
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local ui = getUI('ui:interface:join_team_proposal');
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ui.content.inside.invitor_name.textid = textID;
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ui.active = true;
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setTopWindow(ui);
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ui:center();
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ui:blink(2);
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:teamInvitationAccept()
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local ui = getUI('ui:interface:join_team_proposal');
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ui.active = false;
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sendMsgToServer('TEAM:JOIN');
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:teamInvitationRefuse()
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local ui = getUI('ui:interface:join_team_proposal');
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ui.active = false;
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sendMsgToServer('TEAM:JOIN_PROPOSAL_DECLINE');
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:switchChatTab(dbEntry)
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local db= 'UI:SAVE:ISENABLED:' .. dbEntry;
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local val= getDbProp(db);
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-- switch value
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if(val==0) then
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setDbProp(db, 1);
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else
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setDbProp(db, 0);
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:updateEmoteMenu(prop, tooltip, tooltip_pushed, name, param)
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for i=0,9 do
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-- Get key shortcut
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local text = i18n.get('uiTalkMemMsg0' .. i);
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local key = runExpr( "getKey('talk_message','0" .. i .. "',1)" );
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if (key ~= nil and key ~= '') then
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key = ' @{T25}@{2F2F}(' .. key .. ')';
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text = concatUCString(text, key);
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end
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-- if we don't do the full getUI, it doesn't work (don't understand why)
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local uiQC= getUI("ui:interface:user_chat_emote_menu:quick_chat:" .. "qc" .. i);
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uiQC.uc_hardtext_format= text;
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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if (ui_free_chat_h == nil) then
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ui_free_chat_h = {}
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end
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if (ui_free_chat_w == nil) then
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ui_free_chat_w = {}
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:closeTellHeader(uiID)
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local ui = getUI('ui:interface:' .. uiID);
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-- save size
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ui_free_chat_h[uiID] = ui.h;
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ui_free_chat_w[uiID] = ui.w;
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-- reduce window size
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ui.pop_min_h = 32;
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ui.h = 0;
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ui.w = 216;
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:openTellHeader(uiID)
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local ui = getUI('ui:interface:' .. uiID);
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ui.pop_min_h = 96;
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-- set size from saved values
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if (ui_free_chat_h[uiID] ~= nil) then
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ui.h = ui_free_chat_h[uiID];
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end
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if (ui_free_chat_w[uiID] ~= nil) then
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ui.w = ui_free_chat_w[uiID];
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end
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-- set Header Color to normal values (when a tell is closed and the telled player say someone, header change to "UI:SAVE:WIN:COLORS:INFOS")
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ui:setHeaderColor('UI:SAVE:WIN:COLORS:COM');
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end
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--/////////////////////////
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--// TARGET WINDOW SETUP //
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--/////////////////////////
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-- local functions for tests
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local function levelToForceRegion(level)
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if level < 20 then
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return 1
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elseif level >= 250 then
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return 6
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else
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return math.floor(level / 50) + 2
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end
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end
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local function levelToLevelForce(level)
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return math.floor(math.fmod(level, 50) * 5 / 50) + 1
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end
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-- tmp var for tests in local mode
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local twPlayerLevel = 10
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local twTargetLevel = 19
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local twTargetForceRegion = levelToForceRegion(twTargetLevel)
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local twTargetLevelForce = levelToLevelForce(twTargetLevel)
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local twTargetPlayer = false
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local twPlayerInPVPMode = false
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local twTargetInPVPMode = false
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-----------------------------------
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local function twGetPlayerLevel()
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if config.Local == 1 then
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return twPlayerLevel
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else
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return getPlayerLevel()
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end
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end
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-----------------------------------
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local function twGetTargetLevel()
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if config.Local == 1 then
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return twTargetLevel
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else
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return getTargetLevel()
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end
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end
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-----------------------------------
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local function twGetTargetForceRegion()
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if config.Local == 1 then
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return twTargetForceRegion
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else
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return getTargetForceRegion()
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end
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end
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-----------------------------------
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local function twGetTargetLevelForce()
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if config.Local == 1 then
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return twTargetLevelForce
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else
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return getTargetLevelForce()
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end
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end
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-----------------------------------
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local function twIsTargetPlayer()
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if config.Local == 1 then
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return twTargetPlayer
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else
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return isTargetPlayer()
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end
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end
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-----------------------------------
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local function twIsPlayerInPVPMode()
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if config.Local == 1 then
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return twPlayerInPVPMode
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else
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return isPlayerInPVPMode()
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end
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end
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-----------------------------------
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local function twIsTargetInPVPMode()
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if config.Local == 1 then
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return twTargetInPVPMode
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else
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return isTargetInPVPMode()
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end
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end
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------------------------------------------------------------------------------------------------------------
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-- This function is called when a new target is selected, it should update the 'consider' widget
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-- Level of the creature
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-- Is its level known (not too high ...)
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-- Boss/Mini-bosses/Names colored ring
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function game:updateTargetConsiderUI()
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--debugInfo("Updating consider widget")
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local targetWindow = getUI("ui:interface:target")
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--
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local wgTargetSlotForce = targetWindow:find("slot_force")
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local wgTargetLevel = targetWindow:find("target_level")
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local wgImpossible = targetWindow:find("impossible")
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local wgSlotRing = targetWindow:find("slot_ring")
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local wgToolTip = targetWindow:find("target_tooltip")
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local wgPvPTag = targetWindow:find("pvp_tags")
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local wgHeader = targetWindow:find("header_opened")
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wgTargetSlotForce.active = true
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wgImpossible.active = true
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-- no selection ?
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if twGetTargetLevel() == -1 then
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wgTargetSlotForce.active = false
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wgTargetLevel.active = false
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wgImpossible.active = false
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wgSlotRing.active = false
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if (isTargetUser() and twIsPlayerInPVPMode()) then
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wgToolTip.tooltip = ""
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wgPvPTag.active = true
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wgHeader.h = 56;
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else
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wgPvPTag.active = false
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wgHeader.h = 34;
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wgToolTip.tooltip = i18n.get("uittConsiderTargetNoSelection")
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end
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return
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end
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local pvpMode = false
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wgPvPTag.active = false
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wgHeader.h = 34;
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-- if the selection is a player, then both the local & targeted player must be in PVP mode for the level to be displayed
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if (twIsTargetPlayer()) then
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-- don't display anything ...
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wgTargetSlotForce.active = false
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wgTargetLevel.active = false
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wgImpossible.active = false
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wgSlotRing.active = false
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wgToolTip.tooltip = ""
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if twIsTargetInPVPMode() then
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debugInfo("target in pvp")
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wgPvPTag.active = true
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wgHeader.h = 56;
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end
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return
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end
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-- depending on the number of people in the group, set the max diff for visibility between player level
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-- & creature level (x 10 per member)
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local maxDiffLevel = 10
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if not pvpMode then
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-- exception there : when "pvping", don't relate the levelof the target to the level of the group, but to thelocal
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-- player only
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for gm = 0, 7 do
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if getDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT") ~= 0 then
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maxDiffLevel = maxDiffLevel + 10
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end
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end
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end
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--debugInfo("Max diff level= " .. tostring(maxDiffLevel))
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local impossible = (twGetTargetLevel() - twGetPlayerLevel() > maxDiffLevel)
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wgSlotRing.active = false
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if impossible then
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-- targeted object is too hard too beat, display a skull
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wgTargetLevel.active = false
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wgImpossible.y = -5
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wgImpossible.color = "255 50 50 255"
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else
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-- player can see the level of the targeted creature
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wgTargetLevel.active = true
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wgImpossible.y = 6
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wgTargetLevel.hardtext = tostring(twGetTargetLevel())
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wgImpossible.color = "255 255 255 255"
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wgTargetLevel.color = getDefine("region_force_" .. tostring(levelToForceRegion(twGetTargetLevel())))
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end
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-- based on the 'level force', set a colored ring around the level
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local levelForce = twGetTargetLevelForce()
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wgTargetSlotForce.color = getDefine("region_force_" .. tostring(levelToForceRegion(twGetTargetLevel())))
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wgImpossible.texture = getDefine("force_level_" .. tostring(levelForce))
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wgImpossible.active = true
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if levelForce < 6 then
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wgToolTip.tooltip = i18n.get("uittConsiderTargetLevel")
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elseif levelForce == 6 then
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-- Named creature
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wgImpossible.color = "117 132 126 255"
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wgSlotRing.color = "117 132 126 255"
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wgTargetSlotForce.color = "117 132 126 255"
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wgSlotRing.texture = "consider_ring.tga"
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wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
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elseif levelForce == 7 then
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-- Boss
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wgImpossible.color = "156 98 65 255"
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wgSlotRing.color = "156 98 65 255"
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wgTargetSlotForce.color = "156 98 65 255"
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wgSlotRing.texture = "consider_ring.tga"
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wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
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elseif levelForce == 8 then
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-- Mini-Boss
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wgImpossible.color = "213 212 9 255"
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wgSlotRing.texture = "consider_ring.tga"
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wgSlotRing.color = "213 212 9 255"
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if isTargetNPC() then
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wgTargetSlotForce.color = "255 255 255 255"
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wgToolTip.tooltip = i18n.get("uittConsiderBossNpc")
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else
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wgTargetSlotForce.color = "213 212 9 255"
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wgToolTip.tooltip = i18n.get("uittConsiderBoss")
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end
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end
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if impossible then
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wgToolTip.tooltip = concatUCString(wgToolTip.tooltip, ucstring("\n"), i18n.get("uittConsiderUnknownLevel"))
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end
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end
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----------------------
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-- MISC local tests function
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-- no selection
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function twTest0()
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twTargetLevel = -1
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twTargetPlayer = false
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible
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function twTest1()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit)
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function twTest2()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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-- selection, impossible
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function twTest3()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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------ NAMED
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------
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-- selection, not impossible, named
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function twTest4()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), named
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function twTest5()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, named
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function twTest6()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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------ BOSS
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------
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-- selection, not impossible, boss
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function twTest7()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), boss
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function twTest8()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, boss
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function twTest9()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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------ MINI-BOSS
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------
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-- selection, not impossible, boss
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function twTest10()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), boss
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function twTest11()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, boss
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function twTest12()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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------ PLAYER SELECTION
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------ 2 players, no pvp
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function twTest13()
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twTargetPlayer = true
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twPlayerInPVPMode = false
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twTargetInPVPMode = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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function twTest14()
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twTargetPlayer = true
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twPlayerInPVPMode = true
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twTargetInPVPMode = true
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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------ 2 players, pvp
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-- groups
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function twGroup(groupSize)
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for gm = 0, 7 do
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if gm < groupSize then
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setDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT", 1)
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else
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setDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT", 0)
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end
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end
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end
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|
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------------------------------------------------------------------------------------------------------------
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--
|
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function game:closeWebIGBrowserHeader()
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local ui = getUI('ui:interface:webig');
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-- save size
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ui_webig_browser_h = ui.h;
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ui_webig_browser_w = ui.w;
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-- reduce window size
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ui.pop_min_h = 32;
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ui.h = 0;
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ui.w = 150;
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end
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|
|
------------------------------------------------------------------------------------------------------------
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--
|
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function game:openWebIGBrowserHeader()
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local ui = getUI('ui:interface:webig');
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ui.pop_min_h = 96;
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|
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-- set size from saved values
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if (ui_webig_browser_h ~= nil) then
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ui.h = ui_webig_browser_h;
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end
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if (ui_webig_browser_w ~= nil) then
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ui.w = ui_webig_browser_w;
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end
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end
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