khanat-opennel-code/code/ryzom/client/data/gamedev/interfaces_v3/out_v2_appear.lua
2016-03-16 19:15:11 +01:00

414 lines
13 KiB
Lua

-- In this file we define functions that serves outgame character creation
------------------------------------------------------------------------------------------------------------
-- create the game namespace without reseting if already created in an other file.
if (outgame == nil) then
outgame = {}
end
------------------------------------------------------------------------------------------------------------
-- Name generator.
--nb noms:
-- matis: male 621 - female 621 - FirstName 621
-- fyros: given name 14269, FirstName 841
-- zorai: given name one 318, given name two 644, FirstName 1287
-- tryker: given name 4500, FirstName 4335
-- Fyros
function outgame:getFyrosFirstName()
local nbFyrosFirstNames = #fyrosFirstNames
return fyrosFirstNames[math.random(nbFyrosFirstNames)]
end
function outgame:getFyrosLastName()
local nbFyrosLastNames = #fyrosLastNames
return fyrosLastNames[math.random(nbFyrosLastNames)]
end
-- Matis
function outgame:getMatisFirstName(sex)
-- 1 = male, 2 = female
local dbNameSex = getDbProp("UI:TEMP:NAME_SEX")
if sex ~= nil then
dbNameSex = sex
end
local FirstName = ""
if tonumber(dbNameSex) == 1 then
local nbMatisMaleFirstNames = #matisMaleFirstNames
FirstName = matisMaleFirstNames[math.random(nbMatisMaleFirstNames)]
else
local nbMatisFemaleFirstNames = #matisFemaleFirstNames
FirstName = matisFemaleFirstNames[math.random(nbMatisFemaleFirstNames)]
end
return FirstName
end
function outgame:getMatisLastName()
local nbMatisLastNames = #matisLastNames
return matisLastNames[math.random(nbMatisLastNames)]
end
-- Tryker
function outgame:getTrykerFirstName()
local nbTrykerFirstNames = #trykerFirstNames
return trykerFirstNames[math.random(nbTrykerFirstNames)]
end
function outgame:getTrykerLastName()
local nbTrykerLastNames = #trykerLastNames
return trykerLastNames[math.random(nbTrykerLastNames)]
end
-- Zoraï
function outgame:getZoraiFirstName()
local nbFirstNamesOne = #zoraiFirstNamesOne
local FirstNameOne = zoraiFirstNamesOne[math.random(nbFirstNamesOne)]
local nbFirstNamesTwo = #zoraiFirstNamesTwo
local FirstNameTwo = zoraiFirstNamesTwo[math.random(nbFirstNamesTwo)]
return FirstNameOne .. "-" .. FirstNameTwo
end
function outgame:getZoraiLastName()
local nbLastNames = #zoraiLastNames
return zoraiLastNames[math.random(nbLastNames)]
end
function outgame:procGenerateName()
local uiNameFull = getUI("ui:outgame:appear_name:name_full")
local uiGenText = getUI("ui:outgame:appear_name:eb")
local dbNameRace = getDbProp("UI:TEMP:NAME_RACE")
local dbNameSubRaceFirstName = getDbProp("UI:TEMP:NAME_SUB_RACE_FIRST_NAME")
local dbNameSubRaceLastName = getDbProp("UI:TEMP:NAME_SUB_RACE_LAST_NAME")
local nameResult = ""
local fullnameResult = ""
-- Look at outgame:procUpdateNameRaceLabel() for the "race" list.
-- fy ma try zo -->
local firstName = "test2"
local lastName = "test"
-- Fyros and Matis are using "first name, last name" order
-- Trykers and Zoraïs are using "last name, first name" order
if tonumber(dbNameRace) == 1 then
-- Fyros
firstName = self:getFyrosFirstName()
lastName = self:getFyrosLastName()
fullnameResult = firstName .. " " .. lastName
elseif tonumber(dbNameRace) == 2 then
-- Matis
firstName = self:getMatisFirstName()
lastName = self:getMatisLastName()
fullnameResult = firstName .. " " .. lastName
elseif tonumber(dbNameRace) == 3 then
-- Tryker
firstName = self:getTrykerFirstName()
lastName = self:getTrykerLastName()
fullnameResult = lastName .. " " .. firstName
elseif tonumber(dbNameRace) == 4 then
-- Zorai
firstName = self:getZoraiFirstName()
lastName = self:getZoraiLastName()
fullnameResult = lastName .. " " .. firstName
elseif tonumber(dbNameRace) == 5 then
-- Maraudeurs
-- firstName
if tonumber(dbNameSubRaceFirstName) == 1 then
-- Fyros
firstName = self:getFyrosFirstName()
elseif tonumber(dbNameSubRaceFirstName) == 2 then
-- Matis M
firstName = self:getMatisFirstName(1)
elseif tonumber(dbNameSubRaceFirstName) == 3 then
-- Matis F
firstName = self:getMatisFirstName(2)
elseif tonumber(dbNameSubRaceFirstName) == 4 then
-- Tryker
firstName = self:getTrykerFirstName()
elseif tonumber(dbNameSubRaceFirstName) == 5 then
-- Zorai
firstName = self:getZoraiFirstName()
end
-- lastName
if tonumber(dbNameSubRaceLastName) == 1 then
-- Fyros
lastName = self:getFyrosLastName()
elseif tonumber(dbNameSubRaceLastName) == 2 then
-- Matis
lastName = self:getMatisLastName()
elseif tonumber(dbNameSubRaceLastName) == 3 then
-- Tryker
lastName = self:getTrykerLastName()
elseif tonumber(dbNameSubRaceLastName) == 4 then
-- Zorai
lastName = self:getZoraiLastName()
end
fullnameResult = firstName .. " " .. lastName
end
-- always use first name for character name
nameResult = firstName
uiNameFull.hardtext = fullnameResult
nameResult = string.gsub(nameResult, "'", "")
nameResult = string.gsub(nameResult, " ", "")
nameResult = string.gsub(nameResult, "-", "")
nameResult = string.lower(nameResult)
nameResult = nameResult:gsub("^%l", string.upper)
uiGenText.input_string = nameResult
end
-- Name sex slider update.
function outgame:procUpdateNameSexLabel()
local nameSexType = { "uiCP_Sex_Male", "uiCP_Sex_Female" }
local uiNameSexText = getUI("ui:outgame:appear_name:name_sex_slider:name_sex")
local uiNameSex = getDbProp("UI:TEMP:NAME_SEX")
tempstr = tostring(i18n.get(nameSexType[tonumber(uiNameSex)]))
tempstr = string.lower(tempstr)
tempstr = (tempstr:gsub("^%l", string.upper))
uiNameSexText.hardtext = tempstr
end
-- Name race slider update.
function outgame:procUpdateNameRaceLabel()
local nameRaceType = { "Fyros", "Matis", "Tryker", "Zoraï", "uiCP_Maraudeur" }
local uiNameRaceText = getUI("ui:outgame:appear_name:name_race_slider:name_race")
local dbNameRace = getDbProp("UI:TEMP:NAME_RACE")
local uiNameSexSlider = getUI("ui:outgame:appear_name:name_sex_slider")
local uiNameSubRaceFirstNameSlider = getUI("ui:outgame:appear_name:name_sub_race_first_name_slider")
local uiNameSubRaceLastNameSlider = getUI("ui:outgame:appear_name:name_sub_race_last_name_slider")
local uiNameGenerate = getUI("ui:outgame:appear_name:generate")
-- Show/Hide sex slider
uiNameGenerate.y = "-50"
if tonumber(dbNameRace) == 2 then
uiNameSexSlider.active = true
uiNameGenerate.y = "-65"
else
uiNameSexSlider.active = false
end
-- Show/Hide sub race slider
if tonumber(dbNameRace) == 5 then
uiNameSubRaceFirstNameSlider.active = true
uiNameSubRaceLastNameSlider.active = true
uiNameGenerate.y = "-105"
else
uiNameSubRaceFirstNameSlider.active = false
uiNameSubRaceLastNameSlider.active = false
end
uiNameRaceText.hardtext = tostring(nameRaceType[tonumber(dbNameRace)])
end
local matisF = "Matis " .. (string.lower(tostring(i18n.get("uiCP_Sex_Female")) )):gsub("^%l", string.upper)
local matisM = "Matis " .. (string.lower(tostring(i18n.get("uiCP_Sex_Male")) )):gsub("^%l", string.upper)
function outgame:procUpdateNameSubRaceFirstNameLabel()
local nameSubRaceFirstNameType = { "Fyros", matisM, matisF, "Tryker", "Zoraï" }
local uiNameSubRaceFirstNameText = getUI("ui:outgame:appear_name:name_sub_race_first_name_slider:name_race")
local dbNameSubRaceFirstName = getDbProp("UI:TEMP:NAME_SUB_RACE_FIRST_NAME")
uiNameSubRaceFirstNameText.hardtext= tostring(nameSubRaceFirstNameType[tonumber(dbNameSubRaceFirstName)])
end
function outgame:procUpdateNameSubRaceLastNameLabel()
local nameSubRaceLastNameType = { "Fyros", "Matis", "Tryker", "Zoraï" }
local uiNameSubRaceLastNameText = getUI("ui:outgame:appear_name:name_sub_race_last_name_slider:name_race")
local dbNameSubRaceLastName = getDbProp("UI:TEMP:NAME_SUB_RACE_LAST_NAME")
uiNameSubRaceLastNameText.hardtext= tostring(nameSubRaceLastNameType[tonumber(dbNameSubRaceLastName)])
end
------------------------------------------------------------------------------------------------------------
-- called to construct icons
function outgame:activePackElement(id, icon)
local uiDesc = getUI("ui:outgame:appear:job_options:options:desc")
uiDesc['ico' .. tostring(id)].active = true
uiDesc['ico' .. tostring(id)].texture = icon
uiDesc['ico' .. tostring(id) .. 'txt'].active = true
end
------------------------------------------------------------------------------------------------------------
-- called to construct pack text
function outgame:setPackJobText(id, spec)
-- Set Pack content
local uiPackText = getUI("ui:outgame:appear:job_options:options:desc:pack_" .. id)
uiPackText.hardtext= "uiCP_Job_" .. id .. tostring(spec)
-- Set specialization text
local uiResText = getUI("ui:outgame:appear:job_options:options:result:res")
if(spec==2) then
uiResText.hardtext= "uiCP_Res_" .. id
end
end
------------------------------------------------------------------------------------------------------------
-- called to construct pack
function outgame:buildActionPack()
local uiDesc = getUI("ui:outgame:appear:job_options:options:desc")
if (uiDesc==nil) then
return
end
-- Reset All
for i = 1,20 do
uiDesc['ico' .. tostring(i)].active = false
uiDesc['ico' .. tostring(i) .. 'txt'].active = false
end
-- Build Default Combat
self:activePackElement(1, 'f1.tga') -- Dagger
self:activePackElement(2, 'f2.tga') -- Accurate Attack
-- Build Default Magic
self:activePackElement(6, 'm2.tga') -- Gloves
self:activePackElement(7, 'm1.tga') -- Acid
-- Build Default Forage
self:activePackElement(11, 'g1.tga') -- Forage Tool
self:activePackElement(12, 'g2.tga') -- Basic Extract
-- Build Default Craft
self:activePackElement(16, 'c2.tga') -- Craft Tool
self:activePackElement(17, 'c1.tga') -- 50 raw mat
self:activePackElement(18, 'c3.tga') -- Craft Root
self:activePackElement(19, 'c4.tga') -- Boots Plan
-- Build Option
if (getDbProp('UI:TEMP:JOB_FIGHT') == 2) then
self:activePackElement(3, 'f3.tga') -- Increase damage
elseif (getDbProp('UI:TEMP:JOB_MAGIC') == 2) then
self:activePackElement(8, 'm5.tga') -- Fear
elseif (getDbProp('UI:TEMP:JOB_FORAGE') == 2) then
self:activePackElement(13, 'g3.tga') -- Basic Prospection
elseif (getDbProp('UI:TEMP:JOB_CRAFT') == 2) then
self:activePackElement(20, 'c6.tga') -- Gloves Plan
self:activePackElement(17, 'c5.tga') -- Replace 17, with 100x RawMat
end
-- Reset Text
self:setPackJobText('F', 1)
self:setPackJobText('M', 1)
self:setPackJobText('G', 1)
self:setPackJobText('C', 1)
-- Set correct text for specalized version
if (getDbProp('UI:TEMP:JOB_FIGHT') == 2) then
self:setPackJobText('F', 2)
elseif (getDbProp('UI:TEMP:JOB_MAGIC') == 2) then
self:setPackJobText('M', 2)
elseif (getDbProp('UI:TEMP:JOB_FORAGE') == 2) then
self:setPackJobText('G', 2)
elseif (getDbProp('UI:TEMP:JOB_CRAFT') == 2) then
self:setPackJobText('C', 2)
end
end
------------------------------------------------------------------------------------------------------------
-------------------
-- BG DOWNLOADER --
-------------------
--function outgame:getProgressGroup()
-- --debugInfo("*** 1 ***")
-- local grp = getUI("ui:outgame:charsel:bgd_progress")
-- --debugInfo(tostring(grp))
-- return grp
--end
--
--function outgame:setProgressText(ucstr, color, progress, ellipsis)
-- --debugInfo("*** 2 ***")
-- local text = self:getProgressGroup():find("text")
-- local ellipsisTxt = self:getProgressGroup():find("ellipsis")
-- text.color = color
-- text.uc_hardtext = ucstr
-- if ellipsis then
-- ellipsisTxt.hardtext = ellipsis
-- else
-- ellipsisTxt.hardtext = ""
-- end
-- ellipsisTxt.color = color
-- local progressCtrl = self:getProgressGroup():find("progress")
-- progressCtrl.range = 100
-- progressCtrl.value = progress * 100
-- progressCtrl.active = true
--end
--
--
--local progress progressSymbol = { ".", "..", "..." }
--
---- set patching progression (from 0 to 1)
--function outgame:setPatchProgress(progress)
-- --debugInfo("*** 3 ***")
-- local progressPercentText = string.format("%d%%", 100 * progress)
-- local progressPostfix = math.fmod(os.time(), 3)
-- --debugInfo("Patch in progress : " .. tostring(progress))
-- local progressDate = nltime.getLocalTime() / 500
-- local colValue = math.floor(230 + 24 * math.sin(progressDate))
-- local color = string.format("%d %d %d %d", colValue, colValue, colValue, 255)
-- self:setProgressText(concatUCString(i18n.get("uiBGD_Progress"), ucstring(progressPercentText)), color, progress, progressSymbol[progressPostfix + 1])
--end
--
--function outgame:setPatchSuccess()
-- --debugInfo("*** 4 ***")
-- --debugInfo("Patch up to date")
-- self:setProgressText(i18n.get("uiBGD_PatchUpToDate"), "0 255 0 255", 1)
--end
--
--
--function outgame:setPatchError()
-- --debugInfo("*** 5 ***")
-- --debugInfo("Patch error")
-- self:setProgressText(i18n.get("uiBGD_PatchError"), "255 0 0 255", 0)
--end
--
--function outgame:setNoPatch()
-- --self:getProgressGroup().active = false
--end
------------------------------------------------------------------------------------------------------------
----------------
--LAUNCH GAME --
----------------
function outgame:launchGame()
if not isPlayerSlotNewbieLand(getPlayerSelectedSlot()) then
if not isFullyPatched() then
messageBoxWithHelp(i18n.get("uiBGD_MainlandCharFullPatchNeeded"), "ui:outgame")
return
end
end
runAH(getUICaller(), "proc", "proc_charsel_play")
end