Changed: Removed extraneous spaces at the end of lines

This commit is contained in:
kervala 2016-04-12 15:42:53 +02:00
parent e77815256f
commit a545a8b091

View file

@ -267,27 +267,27 @@ function game:onDrawNpcWebPage()
local available local available
if config.Local == 1 then if config.Local == 1 then
available = (NicoMagicURL ~= "") available = (NicoMagicURL ~= "")
else else
available = isDynStringAvailable(self.NpcWebPage.UrlTextId) available = isDynStringAvailable(self.NpcWebPage.UrlTextId)
end end
if(available) then if(available) then
local ucUrl local ucUrl
if config.Local == 1 then if config.Local == 1 then
ucUrl = ucstring(NicoMagicURL) -- for test in local mode ucUrl = ucstring(NicoMagicURL) -- for test in local mode
else else
ucUrl = getDynString(self.NpcWebPage.UrlTextId); ucUrl = getDynString(self.NpcWebPage.UrlTextId);
end end
-- browse -- browse
local uiStr= getUIId(getUICaller()); local uiStr= getUIId(getUICaller());
-- if the url -- if the url
local utf8Url = ucUrl:toUtf8() local utf8Url = ucUrl:toUtf8()
local isRing = string.find(utf8Url, "ring_access_point=1") ~= nil local isRing = string.find(utf8Url, "ring_access_point=1") ~= nil
if isRing then if isRing then
getUI("ui:interface:npc_web_browser").active = false getUI("ui:interface:npc_web_browser").active = false
runAH(nil, "context_ring_sessions", "") runAH(nil, "context_ring_sessions", "")
return return
else else
local hideWindow = string.find(utf8Url, "_hideWindow=1") ~= nil local hideWindow = string.find(utf8Url, "_hideWindow=1") ~= nil
if hideWindow then if hideWindow then
getUI("ui:interface:npc_web_browser").active = false getUI("ui:interface:npc_web_browser").active = false
end end
@ -336,14 +336,14 @@ function game:startNpcWebPage()
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
-- --
function game:closeNpcWebBrowserHeader() function game:closeNpcWebBrowserHeader()
local ui = getUI('ui:interface:npc_web_browser'); local ui = getUI('ui:interface:npc_web_browser');
-- save size -- save size
ui_npc_web_browser_h = ui.h; ui_npc_web_browser_h = ui.h;
ui_npc_web_browser_w = ui.w; ui_npc_web_browser_w = ui.w;
-- reduce window size -- reduce window size
ui.pop_min_h = 32; ui.pop_min_h = 32;
ui.h = 0; ui.h = 0;
@ -351,7 +351,7 @@ function game:closeNpcWebBrowserHeader()
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
-- --
function game:openNpcWebBrowserHeader() function game:openNpcWebBrowserHeader()
local ui = getUI('ui:interface:npc_web_browser'); local ui = getUI('ui:interface:npc_web_browser');
ui.pop_min_h = 96; ui.pop_min_h = 96;
@ -360,7 +360,7 @@ function game:openNpcWebBrowserHeader()
if (ui_npc_web_browser_h ~= nil) then if (ui_npc_web_browser_h ~= nil) then
ui.h = ui_npc_web_browser_h; ui.h = ui_npc_web_browser_h;
end end
if (ui_npc_web_browser_w ~= nil) then if (ui_npc_web_browser_w ~= nil) then
ui.w = ui_npc_web_browser_w; ui.w = ui_npc_web_browser_w;
end end
@ -538,7 +538,7 @@ function game:updateFameBar(path)
uiMaxLimit.x = barX + barW * (fameMax + 100) / 200; uiMaxLimit.x = barX + barW * (fameMax + 100) / 200;
-- init bar3d -- init bar3d
if (bar3dStart < bar3dLimit) then if (bar3dStart < bar3dLimit) then
uiBar3d.x= bar3dStart; uiBar3d.x= bar3dStart;
uiBar3d.w= bar3dLimit-bar3dStart; uiBar3d.w= bar3dLimit-bar3dStart;
else else
@ -553,7 +553,7 @@ function game:updateFameBarTT(path)
local fameMax = getDbProp(path .. ':THRESHOLD'); local fameMax = getDbProp(path .. ':THRESHOLD');
local text = i18n.get('uittFameMaxPossible'); local text = i18n.get('uittFameMaxPossible');
text = findReplaceAll(text, '%famemax', tostring(fameMax)); text = findReplaceAll(text, '%famemax', tostring(fameMax));
setContextHelpText(text); setContextHelpText(text);
end end
@ -564,12 +564,12 @@ function game:getPvpEffects()
local i; local i;
local hasBonus = false; local hasBonus = false;
local hasMalus = false; local hasMalus = false;
local text = '' local text = ''
local textBonus = ''; local textBonus = '';
local textMalus = ''; local textMalus = '';
local fmt; local fmt;
-- check every malus and bonus -- check every malus and bonus
for i=0, n do for i=0, n do
local path = formatUI('SERVER:PVP_EFFECTS:#1', i); local path = formatUI('SERVER:PVP_EFFECTS:#1', i);
@ -611,7 +611,7 @@ function game:getPvpEffects()
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
function game:getFactionName(id) function game:getFactionName(id)
if (id == self.TPVPClan.Kami) then if (id == self.TPVPClan.Kami) then
return i18n.get('uiFameKami'); return i18n.get('uiFameKami');
elseif (id == self.TPVPClan.Karavan) then elseif (id == self.TPVPClan.Karavan) then
@ -636,10 +636,10 @@ function game:getAllegiancePoints()
local civPoints = getDbProp(path .. ':CIV_POINTS'); local civPoints = getDbProp(path .. ':CIV_POINTS');
local cult = getDbProp(path .. ':CULT'); local cult = getDbProp(path .. ':CULT');
local cultPoints = getDbProp(path .. ':CULT_POINTS'); local cultPoints = getDbProp(path .. ':CULT_POINTS');
local text; local text;
local uiGroup= getUICaller(); local uiGroup= getUICaller();
-- civ allegiance -- civ allegiance
if (civ == self.TPVPClan.None or civ == self.TPVPClan.Neutral) then if (civ == self.TPVPClan.None or civ == self.TPVPClan.Neutral) then
text = i18n.get('uiPvpFameNoCivAllegiance'); text = i18n.get('uiPvpFameNoCivAllegiance');
@ -647,9 +647,9 @@ function game:getAllegiancePoints()
text = i18n.get('uiPvpFameAllegiancePoints'); text = i18n.get('uiPvpFameAllegiancePoints');
text = findReplaceAll(text, '%faction', self:getFactionName(civ)); text = findReplaceAll(text, '%faction', self:getFactionName(civ));
text = findReplaceAll(text, '%points', tostring(civPoints)); text = findReplaceAll(text, '%points', tostring(civPoints));
end end
uiGroup.civ_allegiance_pts.uc_hardtext_format = text; uiGroup.civ_allegiance_pts.uc_hardtext_format = text;
-- cult allegiance -- cult allegiance
if (cult == self.TPVPClan.None or cult == self.TPVPClan.Neutral) then if (cult == self.TPVPClan.None or cult == self.TPVPClan.Neutral) then
text = i18n.get('uiPvpFameNoCultAllegiance'); text = i18n.get('uiPvpFameNoCultAllegiance');
@ -698,11 +698,11 @@ function game:fameAllegianceTooltipCultGuild()
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
-- --
function game:tooltipDeltaValue(base, max) function game:tooltipDeltaValue(base, max)
-- Calculate delta -- Calculate delta
local val = max - base; local val = max - base;
local text; local text;
if (val == 0) then if (val == 0) then
text = concatUCString('@{FFFF}', tostring(max)); text = concatUCString('@{FFFF}', tostring(max));
@ -729,37 +729,37 @@ function game:tooltipDeltaValue(base, max)
text = concatUCString(text, ')'); text = concatUCString(text, ')');
end end
end end
return text; return text;
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
-- --
function game:tooltipScore(dbBase, dbMax, ttFormat) function game:tooltipScore(dbBase, dbMax, ttFormat)
-- Get DB values -- Get DB values
local base = getDbProp(dbBase); local base = getDbProp(dbBase);
local max = getDbProp(dbMax); local max = getDbProp(dbMax);
-- Tooltip text -- Tooltip text
local fmt = i18n.get(ttFormat); local fmt = i18n.get(ttFormat);
local text = self:tooltipDeltaValue(base, max); local text = self:tooltipDeltaValue(base, max);
fmt = findReplaceAll(fmt, "%n", text ); fmt = findReplaceAll(fmt, "%n", text );
-- Set tooltip -- Set tooltip
setContextHelpText(fmt); setContextHelpText(fmt);
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
-- --
function game:tooltipScoreEP(dbBase, dbMax, ttFormat, dbLvl, dbMod) function game:tooltipScoreEP(dbBase, dbMax, ttFormat, dbLvl, dbMod)
-- Defender level -- Defender level
local defLvl= getDbProp(formatUI(dbLvl)); local defLvl= getDbProp(formatUI(dbLvl));
defLvl = math.max(0, defLvl); defLvl = math.max(0, defLvl);
-- Attacker level -- Attacker level
local attLvl = getBaseSkillValueMaxChildren(getSkillIdFromName('SF')); local attLvl = getBaseSkillValueMaxChildren(getSkillIdFromName('SF'));
-- Get DB values -- Get DB values
local base = getDbProp(dbBase); local base = getDbProp(dbBase);
local max = getDbProp(dbMax); local max = getDbProp(dbMax);
@ -774,7 +774,7 @@ function game:tooltipScoreEP(dbBase, dbMax, ttFormat, dbLvl, dbMod)
fmt = findReplaceAll(fmt, "%n", text ); fmt = findReplaceAll(fmt, "%n", text );
fmt = findReplaceAll(fmt, "%l", tostring(attLvl)); fmt = findReplaceAll(fmt, "%l", tostring(attLvl));
fmt = findReplaceAll(fmt, "%p", textChance); fmt = findReplaceAll(fmt, "%p", textChance);
-- Set tooltip -- Set tooltip
setContextHelpText(fmt); setContextHelpText(fmt);
end end
@ -786,7 +786,7 @@ end
---------------------------------- RING STATS --------------------------------------------------- ---------------------------------- RING STATS ---------------------------------------------------
------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------
RingPlayerInfo = RingPlayerInfo =
{ {
WaitingInfo = false, WaitingInfo = false,
LastRefreshTime = 0, LastRefreshTime = 0,
@ -810,7 +810,7 @@ end
-- --
function RingPlayerInfo:initRingStatPlayer() function RingPlayerInfo:initRingStatPlayer()
setOnDraw(self:getWindow(), "RingPlayerInfo:onRingRatingPlayerDraw()") setOnDraw(self:getWindow(), "RingPlayerInfo:onRingRatingPlayerDraw()")
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
@ -819,16 +819,16 @@ function RingPlayerInfo:onRingRatingPlayerDraw()
local timeInSec = nltime.getLocalTime() / 1000 local timeInSec = nltime.getLocalTime() / 1000
if self.WaitingInfo then if self.WaitingInfo then
if timeInSec - self.LastRefreshTime > self.WaitingPeriod then if timeInSec - self.LastRefreshTime > self.WaitingPeriod then
self.WaitingInfo = false self.WaitingInfo = false
self.LastRefreshTime = nltime.getLocalTime() / 1000 self.LastRefreshTime = nltime.getLocalTime() / 1000
else else
if not self.InfoReceived then if not self.InfoReceived then
--debugInfo("No received info") --debugInfo("No received info")
end end
end end
else else
if timeInSec - self.LastRefreshTime > self.RefreshPeriod then if timeInSec - self.LastRefreshTime > self.RefreshPeriod then
self:refresh() self:refresh()
else else
--debugInfo("pas de refresh") --debugInfo("pas de refresh")
@ -844,7 +844,7 @@ function RingPlayerInfo:updatePendingRefresh()
if self.PendingRefresh then if self.PendingRefresh then
local currTime = nltime.getLocalTime() / 1000 local currTime = nltime.getLocalTime() / 1000
if currTime - self.LastRefreshQuerryTime > self.MinRefreshPeriod and game.getRingStats then if currTime - self.LastRefreshQuerryTime > self.MinRefreshPeriod and game.getRingStats then
self.LastRefreshQuerryTime = currTime self.LastRefreshQuerryTime = currTime
self.PendingRefresh = false self.PendingRefresh = false
game.getRingStats() game.getRingStats()
@ -924,10 +924,10 @@ end
-- --
function RingPlayerInfo:refresh() function RingPlayerInfo:refresh()
self.PendingRefresh = true self.PendingRefresh = true
self.LastRefreshTime = nltime.getLocalTime() / 1000 self.LastRefreshTime = nltime.getLocalTime() / 1000
self.WaitingInfo = true self.WaitingInfo = true
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- --
@ -937,7 +937,7 @@ function RingPlayerInfo:tooltipEcosystemPoints(rp, maxRp, ttFormat)
local fmt = i18n.get(ttFormat); local fmt = i18n.get(ttFormat);
fmt = findReplaceAll(fmt, "%n", rp ); fmt = findReplaceAll(fmt, "%n", rp );
fmt = findReplaceAll(fmt, "%p", maxRp ); fmt = findReplaceAll(fmt, "%p", maxRp );
-- Set tooltip -- Set tooltip
return fmt; return fmt;
end end
@ -954,8 +954,8 @@ function RingPlayerInfo:updateRRPSLevel(dbVal, tooltip)
local ui= getUICaller(); local ui= getUICaller();
local uiText= ui.val; local uiText= ui.val;
-- set the text -- set the text
uiText.uc_hardtext= tostring(val) uiText.uc_hardtext= tostring(val)
self:tooltipRRPs(dbVal, tooltip) self:tooltipRRPs(dbVal, tooltip)
end end
@ -970,7 +970,7 @@ function RingPlayerInfo:tooltipRRPs(dbBase, ttFormat)
local fmt = i18n.get(ttFormat); local fmt = i18n.get(ttFormat);
local text = tostring(val) local text = tostring(val)
fmt = findReplaceAll(fmt, "%n", text ); fmt = findReplaceAll(fmt, "%n", text );
-- Set tooltip -- Set tooltip
setContextHelpText(fmt); setContextHelpText(fmt);
end end
@ -1013,7 +1013,7 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- --
function game:updateOrganization(path, uiOrgText, uiStatusText, uiPointsText) function game:updateOrganization(path, uiOrgText, uiStatusText, uiPointsText)
local org = getDbProp(path.."1:VALUE") local org = getDbProp(path.."1:VALUE")
getUICaller()[uiOrgText].uc_hardtext = i18n.get('uiOrganization_' .. org) getUICaller()[uiOrgText].uc_hardtext = i18n.get('uiOrganization_' .. org)
@ -1022,7 +1022,7 @@ function game:updateOrganization(path, uiOrgText, uiStatusText, uiPointsText)
local points = getDbProp(path.."3:VALUE") local points = getDbProp(path.."3:VALUE")
getUICaller()[uiPointsText].uc_hardtext= points getUICaller()[uiPointsText].uc_hardtext= points
end end
------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------
@ -1033,10 +1033,10 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:popMissionList() function game:popMissionList()
local menu = getUI("ui:interface:mission_cb_menu") local menu = getUI("ui:interface:mission_cb_menu")
enableModalWindow(getUICaller(), "ui:interface:mission_cb_menu") enableModalWindow(getUICaller(), "ui:interface:mission_cb_menu")
self:updateMissionMenuSize() self:updateMissionMenuSize()
end end
@ -1053,12 +1053,12 @@ function game:getMissionDbPath(missionIndex)
return "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - numMissions) return "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - numMissions)
else else
return "SERVER:MISSIONS:" .. tostring(missionIndex) return "SERVER:MISSIONS:" .. tostring(missionIndex)
end end
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:getCurrMissionIndex() function game:getCurrMissionIndex()
local result = getDbProp("UI:SAVE:MISSION_SELECTED") local result = getDbProp("UI:SAVE:MISSION_SELECTED")
return result return result
end end
@ -1071,10 +1071,10 @@ end
function game:updateCurrMissionComboBox() function game:updateCurrMissionComboBox()
local numMissions = tonumber(getDefine("ipj_nb_mission")) local numMissions = tonumber(getDefine("ipj_nb_mission"))
local missionFound = false local missionFound = false
local cb = getUI("ui:interface:info_player_journal:content:mission_combo") local cb = getUI("ui:interface:info_player_journal:content:mission_combo")
local missionList = getUI("ui:interface:info_player_journal:content:mission_list") local missionList = getUI("ui:interface:info_player_journal:content:mission_list")
for i = 0, numMissions - 1 do for i = 0, numMissions - 1 do
if getDbProp("SERVER:MISSIONS:" .. i .. ":TITLE") ~= 0 if getDbProp("SERVER:MISSIONS:" .. i .. ":TITLE") ~= 0
or getDbProp("SERVER:GROUP:MISSIONS:" .. i .. ":TITLE") ~= 0 then or getDbProp("SERVER:GROUP:MISSIONS:" .. i .. ":TITLE") ~= 0 then
missionFound = true missionFound = true
break break
@ -1095,20 +1095,20 @@ function game:updateCurrMissionComboBox()
missionList.no_available_mission.active = false missionList.no_available_mission.active = false
cb.arrow.active = true cb.arrow.active = true
cb.select.active = true cb.select.active = true
local currMission = self:getCurrMissionIndex() local currMission = self:getCurrMissionIndex()
local dbPath = self:getMissionDbPath(currMission) local dbPath = self:getMissionDbPath(currMission)
-- --
local selected = (currMission ~= -1) local selected = (currMission ~= -1)
if selected then if selected then
cb.mission_title.textid_dblink = dbPath .. ":TITLE" cb.mission_title.textid_dblink = dbPath .. ":TITLE"
selected = (tile ~= 0) selected = (tile ~= 0)
end end
cb.mission_ico.active = selected cb.mission_ico.active = selected
cb.mission_title.active = selected cb.mission_title.active = selected
cb.no_selected_mission.active = not selected cb.no_selected_mission.active = not selected
missionList.no_selected_mission.active = not selected missionList.no_selected_mission.active = not selected
if selected then if selected then
if getDbProp(dbPath .. ":FINISHED") == 0 then if getDbProp(dbPath .. ":FINISHED") == 0 then
cb.mission_ico.texture = runExpr("getMissionSmallIcon(" .. tostring(getDbProp(dbPath .. ":ICON") .. ")")) cb.mission_ico.texture = runExpr("getMissionSmallIcon(" .. tostring(getDbProp(dbPath .. ":ICON") .. ")"))
elseif getDbProp(dbPath .. ":FINISHED") == 1 then elseif getDbProp(dbPath .. ":FINISHED") == 1 then
@ -1116,17 +1116,17 @@ function game:updateCurrMissionComboBox()
else else
cb.mission_ico.texture = "Small_Task_Failed.tga" cb.mission_ico.texture = "Small_Task_Failed.tga"
end end
end end
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionSelected(index) function game:onMissionSelected(index)
disableModalWindow() disableModalWindow()
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onGroupMissionSelected(index) function game:onGroupMissionSelected(index)
disableModalWindow() disableModalWindow()
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
end end
@ -1138,33 +1138,33 @@ function game:onMissionDBIndexChanged()
-- if selection was made from the list, update the other list -- if selection was made from the list, update the other list
if missionIndex >= self:getGroupMissionFirstIndex() then if missionIndex >= self:getGroupMissionFirstIndex() then
local groupMissionIndex = missionIndex - self:getGroupMissionFirstIndex() local groupMissionIndex = missionIndex - self:getGroupMissionFirstIndex()
getUI("ui:interface:info_player_journal:content:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true getUI("ui:interface:info_player_journal:content:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true
getUI("ui:interface:mission_cb_menu:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true getUI("ui:interface:mission_cb_menu:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true
else else
getUI("ui:interface:info_player_journal:content:mission_list:b_title" .. tostring(missionIndex)).pushed = true getUI("ui:interface:info_player_journal:content:mission_list:b_title" .. tostring(missionIndex)).pushed = true
getUI("ui:interface:mission_cb_menu:mission_list:b_title" .. tostring(missionIndex)).pushed = true getUI("ui:interface:mission_cb_menu:mission_list:b_title" .. tostring(missionIndex)).pushed = true
end end
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionTitleChanged(index) function game:onMissionTitleChanged(index)
-- if title is not nil then a new mission has been added -> if db initilization is over, then selected this new mission -- if title is not nil then a new mission has been added -> if db initilization is over, then selected this new mission
if getDbProp(self:getMissionDbPath(index) .. ":TITLE") ~= 0 then if getDbProp(self:getMissionDbPath(index) .. ":TITLE") ~= 0 then
if game.InGameDbInitialized or config.Local then if game.InGameDbInitialized or config.Local then
self:setCurrentMission(index) self:setCurrentMission(index)
end end
else else
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
self:updateMissionMenuSize() self:updateMissionMenuSize()
end end
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onGroupMissionTitleChanged(index) function game:onGroupMissionTitleChanged(index)
if getDbProp(self:getMissionDbPath(index + 15) .. ":TITLE") ~= 0 then if getDbProp(self:getMissionDbPath(index + 15) .. ":TITLE") ~= 0 then
if game.InGameDbInitialized or config.Local then if game.InGameDbInitialized or config.Local then
self:setCurrentMission(index + 15) self:setCurrentMission(index + 15)
end end
else else
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
self:updateMissionMenuSize() self:updateMissionMenuSize()
end end
@ -1174,21 +1174,21 @@ end
function game:updateMissionMenuSize() function game:updateMissionMenuSize()
local parentCB = getUI("ui:interface:info_player_journal:content:mission_combo") local parentCB = getUI("ui:interface:info_player_journal:content:mission_combo")
local menu = getUI("ui:interface:mission_cb_menu") local menu = getUI("ui:interface:mission_cb_menu")
if not menu.active then return end if not menu.active then return end
local maxNumMissions = 2 * self:getGroupMissionFirstIndex() local maxNumMissions = 2 * self:getGroupMissionFirstIndex()
local missionCount = 0 local missionCount = 0
for k = 0, maxNumMissions - 1 do for k = 0, maxNumMissions - 1 do
if getDbProp(self:getMissionDbPath(k) .. ":TITLE") ~= 0 then if getDbProp(self:getMissionDbPath(k) .. ":TITLE") ~= 0 then
missionCount = missionCount + 1 missionCount = missionCount + 1
end end
end end
menu.h = 8 + missionCount * 18 menu.h = 8 + missionCount * 18
menu.y = 0 menu.y = 0
menu:updateCoords() menu:updateCoords()
local y = parentCB.y_real - menu.h_real - 1 local y = parentCB.y_real - menu.h_real - 1
if y < 0 then if y < 0 then
y = parentCB.y_real + parentCB.h_real + 1 y = parentCB.y_real + parentCB.h_real + 1
end end
local scrW local scrW
local scrH local scrH
scrW, scrH = getWindowSize() scrW, scrH = getWindowSize()
@ -1197,7 +1197,7 @@ function game:updateMissionMenuSize()
end end
menu.w = parentCB.w_real menu.w = parentCB.w_real
menu.y = y menu.y = y
menu.x = parentCB.x_real menu.x = parentCB.x_real
menu.h = 8 + missionCount * 18 menu.h = 8 + missionCount * 18
menu:invalidateCoords() menu:invalidateCoords()
end end
@ -1205,7 +1205,7 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
--function game:updateMissionDescCloseButton(index) --function game:updateMissionDescCloseButton(index)
-- local dbPath = self:getMissionDbPath(index) -- local dbPath = self:getMissionDbPath(index)
-- if index == self:getCurrMissionIndex() then -- if index == self:getCurrMissionIndex() then
-- local closeText = getUI("ui:interface:info_player_journal:content:desc:close") -- local closeText = getUI("ui:interface:info_player_journal:content:desc:close")
-- local button = getUI("ui:interface:info_player_journal:content:desc:uppart:over_icon") -- local button = getUI("ui:interface:info_player_journal:content:desc:uppart:over_icon")
-- local finished = getDbProp(dbPath .. ":FINISHED") -- local finished = getDbProp(dbPath .. ":FINISHED")
@ -1224,29 +1224,29 @@ end
--end --end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionFinished(index) function game:onMissionFinished(index)
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
--self:updateMissionDescCloseButton(index) --self:updateMissionDescCloseButton(index)
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onGroupMissionFinished(index) function game:onGroupMissionFinished(index)
self:updateCurrMissionComboBox() self:updateCurrMissionComboBox()
--self:updateMissionDescCloseButton(index + game:getGroupMissionFirstIndex()) --self:updateMissionDescCloseButton(index + game:getGroupMissionFirstIndex())
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:expandMissionList() function game:expandMissionList()
local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo") local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo")
missionCB.active = not missionCB.active missionCB.active = not missionCB.active
self:updateMissionWindowLayout() self:updateMissionWindowLayout()
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:updateMissionWindowLayout() function game:updateMissionWindowLayout()
if not isInRingMode() then if not isInRingMode() then
local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo") local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo")
local missionList = getUI("ui:interface:info_player_journal:content:mission_list") local missionList = getUI("ui:interface:info_player_journal:content:mission_list")
local fake = getUI("ui:interface:info_player_journal:content:fake") local fake = getUI("ui:interface:info_player_journal:content:fake")
local sepBis = getUI("ui:interface:info_player_journal:content:separator_bis") local sepBis = getUI("ui:interface:info_player_journal:content:separator_bis")
local desc = getUI("ui:interface:info_player_journal:content:desc") local desc = getUI("ui:interface:info_player_journal:content:desc")
@ -1254,18 +1254,18 @@ function game:updateMissionWindowLayout()
local popMinH local popMinH
local win = getUI("ui:interface:info_player_journal") local win = getUI("ui:interface:info_player_journal")
if missionCB.active then if missionCB.active then
sepBis.active = false sepBis.active = false
missionList.active = false missionList.active = false
fake.sizeref="" fake.sizeref=""
fake.y = -32 fake.y = -32
fake.h = 0 fake.h = 0
expanded = 0 expanded = 0
desc.max_sizeref ="wh" desc.max_sizeref ="wh"
desc.max_h= -42 desc.max_h= -42
win.pop_min_h = 152 - win.content_y_offset win.pop_min_h = 152 - win.content_y_offset
else else
sepBis.active = true sepBis.active = true
missionList.active = true missionList.active = true
fake.sizeref="wh5" fake.sizeref="wh5"
fake.y = -8 fake.y = -8
@ -1274,23 +1274,23 @@ function game:updateMissionWindowLayout()
desc.max_sizeref ="wh5" desc.max_sizeref ="wh5"
desc.max_h=16 desc.max_h=16
win.pop_min_h = 152 - win.content_y_offset win.pop_min_h = 152 - win.content_y_offset
end end
local fixedEntry = getUI("ui:interface:info_player_journal:content:mission_fixed_entry") local fixedEntry = getUI("ui:interface:info_player_journal:content:mission_fixed_entry")
fixedEntry:updateCoords() fixedEntry:updateCoords()
desc.max_h = desc.max_h - fixedEntry.h desc.max_h = desc.max_h - fixedEntry.h
setDbProp("UI:SAVE:EXPAND_MISSION_LIST", expanded) setDbProp("UI:SAVE:EXPAND_MISSION_LIST", expanded)
getUI("ui:interface:info_player_journal"):invalidateCoords() getUI("ui:interface:info_player_journal"):invalidateCoords()
end end
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionJournalOpened() function game:onMissionJournalOpened()
local missionDesc = getUI("ui:interface:info_player_journal:content:desc") local missionDesc = getUI("ui:interface:info_player_journal:content:desc")
missionDesc.active = getDbProp("UI:SAVE:MISSION_SELECTED") ~= -1 missionDesc.active = getDbProp("UI:SAVE:MISSION_SELECTED") ~= -1
local expandList = getDbProp("UI:SAVE:EXPAND_MISSION_LIST") local expandList = getDbProp("UI:SAVE:EXPAND_MISSION_LIST")
self:updateMissionJournalMode() self:updateMissionJournalMode()
if not isInRingMode() then if not isInRingMode() then
@ -1304,9 +1304,9 @@ function game:onMissionJournalOpened()
self:updateMissionJournalHeader() self:updateMissionJournalHeader()
self:updateMissionWindowLayout() self:updateMissionWindowLayout()
self:updateMissionJournalFixedEntry() self:updateMissionJournalFixedEntry()
end end
@ -1315,12 +1315,12 @@ function game:updateMissionJournalHeader()
local win = getUI("ui:interface:info_player_journal") local win = getUI("ui:interface:info_player_journal")
local headerActive = getDbProp("UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE") ~= 0 local headerActive = getDbProp("UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE") ~= 0
win.header_active = headerActive win.header_active = headerActive
win.right_button_enabled = headerActive win.right_button_enabled = headerActive
if headerActive then if headerActive then
win.uc_title_opened = i18n.get("uiJournalTitle") win.uc_title_opened = i18n.get("uiJournalTitle")
win.content_y_offset = 0 win.content_y_offset = 0
else else
win.uc_title_opened = ucstring("") win.uc_title_opened = ucstring("")
win.content_y_offset = win.header_opened.h_real + 3 win.content_y_offset = win.header_opened.h_real + 3
end end
end end
@ -1329,13 +1329,13 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:updateMissionJournalFixedEntry() function game:updateMissionJournalFixedEntry()
-- update fixed entry text -- update fixed entry text
local fixedEntryRing = getUI("ui:interface:info_player_journal:no_available_missions:main:mission_fixed_entry") local fixedEntryRing = getUI("ui:interface:info_player_journal:no_available_missions:main:mission_fixed_entry")
local fixedEntryMain = getUI("ui:interface:info_player_journal:content:mission_fixed_entry") local fixedEntryMain = getUI("ui:interface:info_player_journal:content:mission_fixed_entry")
fixedEntryRing.active = game.InGameDbInitialized and isInRingMode() fixedEntryRing.active = game.InGameDbInitialized and isInRingMode()
fixedEntryMain.active = game.InGameDbInitialized and not isInRingMode() fixedEntryMain.active = game.InGameDbInitialized and not isInRingMode()
local id = "uiFixedMissionEntry" local id = "uiFixedMissionEntry"
@ -1346,22 +1346,22 @@ function game:updateMissionJournalFixedEntry()
end end
if isPlayerFreeTrial() then if isPlayerFreeTrial() then
id = id .. "_Trial" id = id .. "_Trial"
end end
else else
if isInRingMode() then if isInRingMode() then
id = id .. "_R2" id = id .. "_R2"
else else
id = id .. "_Mainland_" .. getUserRace() id = id .. "_Mainland_" .. getUserRace()
end end
end end
fixedEntryMain.uc_hardtext = i18n.get(id) fixedEntryMain.uc_hardtext = i18n.get(id)
fixedEntryRing.uc_hardtext = i18n.get(id) fixedEntryRing.uc_hardtext = i18n.get(id)
self:updateMissionWindowLayout() self:updateMissionWindowLayout()
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:setCurrentMission(index) function game:setCurrentMission(index)
mw = getMissionWindow() mw = getMissionWindow()
mw.active = game.InGameDbInitialized mw.active = game.InGameDbInitialized
if index < self:getGroupMissionFirstIndex() then if index < self:getGroupMissionFirstIndex() then
@ -1372,7 +1372,7 @@ function game:setCurrentMission(index)
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionComboWheelUp() function game:onMissionComboWheelUp()
local currMissionIndex = self:getCurrMissionIndex() local currMissionIndex = self:getCurrMissionIndex()
while currMissionIndex > 0 do while currMissionIndex > 0 do
currMissionIndex = currMissionIndex - 1 currMissionIndex = currMissionIndex - 1
@ -1384,7 +1384,7 @@ function game:onMissionComboWheelUp()
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:onMissionComboWheelDown() function game:onMissionComboWheelDown()
local currMissionIndex = self:getCurrMissionIndex() local currMissionIndex = self:getCurrMissionIndex()
local maxNumMission = 2 * self:getGroupMissionFirstIndex() local maxNumMission = 2 * self:getGroupMissionFirstIndex()
while currMissionIndex < (maxNumMission - 1) do while currMissionIndex < (maxNumMission - 1) do
@ -1399,37 +1399,37 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
function game:toggleMissionJournalCaption() function game:toggleMissionJournalCaption()
local dbPath = "UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE" local dbPath = "UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE"
setDbProp(dbPath, 1 - getDbProp(dbPath)) setDbProp(dbPath, 1 - getDbProp(dbPath))
local win = getUI("ui:interface:info_player_journal") local win = getUI("ui:interface:info_player_journal")
self:updateMissionJournalHeader() self:updateMissionJournalHeader()
self:updateMissionWindowLayout() self:updateMissionWindowLayout()
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- handler called by C++ to tell that the main loop is about to begin -- handler called by C++ to tell that the main loop is about to begin
function game:onMainLoopBegin() function game:onMainLoopBegin()
game.InGameDbInitialized = false game.InGameDbInitialized = false
game.PrevSessionMission = getDbProp("UI:VARIABLES:MISSION_SELECTED_PREV_SESSION") game.PrevSessionMission = getDbProp("UI:VARIABLES:MISSION_SELECTED_PREV_SESSION")
debugInfo("onMainLoopBegin()") debugInfo("onMainLoopBegin()")
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- handler called by C++ to tell that all initial value have been set in the db -- handler called by C++ to tell that all initial value have been set in the db
function game:onInGameDbInitialized() function game:onInGameDbInitialized()
game.InGameDbInitialized = true game.InGameDbInitialized = true
-- if the journal is opened, force an update for the fixed entry text -- if the journal is opened, force an update for the fixed entry text
-- (says if we're in start island, paying account ...) need DB flags like -- (says if we're in start island, paying account ...) need DB flags like
-- IS_NEWBIE & IS_TRIAL to be received -- IS_NEWBIE & IS_TRIAL to be received
game:updateMissionJournalFixedEntry() game:updateMissionJournalFixedEntry()
-- If a mission was previously selected, restore it -- If a mission was previously selected, restore it
if game.PrevSessionMission ~= -1 then if game.PrevSessionMission ~= -1 then
self:setCurrentMission(game.PrevSessionMission) self:setCurrentMission(game.PrevSessionMission)
end end
game:setInfoPlayerCharacterRace() game:setInfoPlayerCharacterRace()
end end
@ -1437,7 +1437,7 @@ function game:onWebIgReady()
-- Call init webig -- Call init webig
getUI("ui:interface:web_transactions:content:html"):browse("home") getUI("ui:interface:web_transactions:content:html"):browse("home")
getUI("ui:interface:webig:content:html"):browse("home") getUI("ui:interface:webig:content:html"):browse("home")
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
@ -1464,7 +1464,7 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- ring journal on / off -- ring journal on / off
function game:setMissionJournalRingMode(isRing) function game:setMissionJournalRingMode(isRing)
local journal = getUI("ui:interface:info_player_journal") local journal = getUI("ui:interface:info_player_journal")
if isRing then if isRing then
journal.content.expand_mission_list.active = false journal.content.expand_mission_list.active = false
@ -1480,7 +1480,7 @@ function game:setMissionJournalRingMode(isRing)
journal.no_available_missions.active = true journal.no_available_missions.active = true
else else
journal.content.expand_mission_list.active = true journal.content.expand_mission_list.active = true
journal.no_available_missions.active = false; journal.no_available_missions.active = false;
journal.content.active = true; journal.content.active = true;
--journal.content.mission_list.active = true; --journal.content.mission_list.active = true;
journal.content.sv.active = true; journal.content.sv.active = true;
@ -1494,8 +1494,8 @@ end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
-- update mission journal depending on wether we're in the ring or not -- update mission journal depending on wether we're in the ring or not
function game:updateMissionJournalMode() function game:updateMissionJournalMode()
--local isRing = r2~=nil and r2.Mode~=nil and r2.Mode=='r2ed_anim_test' --local isRing = r2~=nil and r2.Mode~=nil and r2.Mode=='r2ed_anim_test'
game:setMissionJournalRingMode(isInRingMode()) game:setMissionJournalRingMode(isInRingMode())
end end
@ -1521,22 +1521,22 @@ function game:onNewMissionStepAdded(stepIndex)
end end
-- debugInfo("New Step") -- debugInfo("New Step")
if missionIndex < 15 then if missionIndex < 15 then
dbPath = "SERVER:MISSIONS:" .. tostring(missionIndex) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT" dbPath = "SERVER:MISSIONS:" .. tostring(missionIndex) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT"
else else
dbPath = "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - 15) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT" dbPath = "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - 15) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT"
end end
local stringID = getDbProp(dbPath) local stringID = getDbProp(dbPath)
if stringID ~= 0 then if stringID ~= 0 then
-- debugInfo(tostring(stringID)) -- debugInfo(tostring(stringID))
table.insert(remainingMissionTextIDs, stringID) table.insert(remainingMissionTextIDs, stringID)
setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility0()") setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility0()")
else else
end end
end end
function game:ensureLastMissionStepVisibility0() function game:ensureLastMissionStepVisibility0()
local missing = false local missing = false
for k, v in pairs(remainingMissionTextIDs) do for k, v in pairs(remainingMissionTextIDs) do
if not isDynStringAvailable(v) then if not isDynStringAvailable(v) then
@ -1545,54 +1545,54 @@ function game:ensureLastMissionStepVisibility0()
end end
end end
local missionWnd = getMissionWindow() local missionWnd = getMissionWindow()
if not missing then if not missing then
remainingMissionTextIDs = {} remainingMissionTextIDs = {}
-- delay real update to newt frame -- delay real update to newt frame
setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility1()") setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility1()")
else else
-- for debug : dump the list of remaining "dyn string" -- for debug : dump the list of remaining "dyn string"
--local stringList = "{" --local stringList = "{"
--for k, v in remainingMissionTextIDs do --for k, v in remainingMissionTextIDs do
-- if not isDynStringAvailable(v) then -- if not isDynStringAvailable(v) then
-- stringList = stringList .. " " .. tostring(v) -- stringList = stringList .. " " .. tostring(v)
-- end -- end
--end --end
--stringList = stringList .. "}" --stringList = stringList .. "}"
end end
end end
function game:ensureLastMissionStepVisibility1() function game:ensureLastMissionStepVisibility1()
local missionWnd = getMissionWindow() local missionWnd = getMissionWindow()
local scrollBar = missionWnd:find("sv_desc") local scrollBar = missionWnd:find("sv_desc")
--scrollBar.trackPos = 20000 -- move upward --scrollBar.trackPos = 20000 -- move upward
--scrollBar:updateCoords() --scrollBar:updateCoords()
--setOnDraw(missionWnd, "") --setOnDraw(missionWnd, "")
local descWnd = missionWnd:find("desc") local descWnd = missionWnd:find("desc")
local maxNumSteps = getDefine("ipj_nb_goal") local maxNumSteps = getDefine("ipj_nb_goal")
local topStep local topStep
for stepIndex = 0, maxNumSteps -1 do for stepIndex = 0, maxNumSteps -1 do
local currStep = descWnd["step" .. tostring(stepIndex)] local currStep = descWnd["step" .. tostring(stepIndex)]
if currStep.active then if currStep.active then
topStep = currStep topStep = currStep
end end
end end
-- debugInfo("Found step : " .. topStep.hardtext) -- debugInfo("Found step : " .. topStep.hardtext)
if topStep == nil then if topStep == nil then
return return
end end
scrollBar:ensureVisible(topStep, "M", "M") scrollBar:ensureVisible(topStep, "M", "M")
--local wantedY = topStep.h_real / 2 - (descWnd.y_real - topStep.y_real) --local wantedY = topStep.h_real / 2 - (descWnd.y_real - topStep.y_real)
--local wantedY = descWnd.y_real + descWnd.h_real - topStep.y_real --local wantedY = descWnd.y_real + descWnd.h_real - topStep.y_real
--local offsetY = wantedY - descWnd.max_h_real / 2 --local offsetY = wantedY - descWnd.max_h_real / 2
--if offsetY < 0 then offsetY = 0 end --if offsetY < 0 then offsetY = 0 end
--descWnd.ofsy = offsetY --descWnd.ofsy = offsetY
--descWnd:invalidateCoords() --descWnd:invalidateCoords()
--descWnd:updateCoords() --descWnd:updateCoords()
setOnDraw(missionWnd, "") setOnDraw(missionWnd, "")
end end
-------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------
@ -1606,9 +1606,9 @@ end
function game:addRpJob(jobtype, id, value, rpjobs) function game:addRpJob(jobtype, id, value, rpjobs)
local base_path = "ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id..":rpjob_"..jobtype.."_infos_"..id local base_path = "ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id..":rpjob_"..jobtype.."_infos_"..id
local group = getUI("ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id) local group = getUI("ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id)
if (value == nil) then if (value == nil) then
group.active = false group.active = false
else else
@ -1618,16 +1618,16 @@ function game:addRpJob(jobtype, id, value, rpjobs)
group.active = false group.active = false
else else
group.active = true group.active = true
local echelon_value = rpjobs[sitem][1] local echelon_value = rpjobs[sitem][1]
local quantity = rpjobs[sitem][2] local quantity = rpjobs[sitem][2]
local maxlevel = (echelon_value*6)-30 local maxlevel = (echelon_value*6)-30
if (quantity > maxlevel) then if (quantity > maxlevel) then
quantity = maxlevel quantity = maxlevel
end end
local base = getUI(base_path..":t") local base = getUI(base_path..":t")
base.hardtext = i18n.get(name):toUtf8() base.hardtext = i18n.get(name):toUtf8()
local ui = getUI(base_path..":icon") local ui = getUI(base_path..":icon")
@ -1657,7 +1657,7 @@ function game:getRPJobs()
rpjobs_elementary = {} rpjobs_elementary = {}
rpjobs_roleplay = {} rpjobs_roleplay = {}
rpjobs = {} rpjobs = {}
for i = 0, 499, 1 do for i = 0, 499, 1 do
local sheet = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":SHEET") local sheet = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":SHEET")
if (sheet ~= 0) then if (sheet ~= 0) then
@ -1665,7 +1665,7 @@ function game:getRPJobs()
if (string.sub(name, 0, 6) == "rpjob_") then if (string.sub(name, 0, 6) == "rpjob_") then
local quality = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUALITY") local quality = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUALITY")
local quantity = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUANTITY") local quantity = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUANTITY")
if (name == "rpjob_advanced.sitem") then if (name == "rpjob_advanced.sitem") then
table.insert(rpjobs_advanced, quality) table.insert(rpjobs_advanced, quality)
else else
@ -1688,7 +1688,7 @@ function game:getRPJobs()
end end
end end
end end
for id=1,2,1 do for id=1,2,1 do
game:addRpJob("advanced", id, rpjobs_advanced[id], rpjobs) game:addRpJob("advanced", id, rpjobs_advanced[id], rpjobs)
end end