khanat-opennel-code/code/ryzom/client/data/gamedev/interfaces_v3/out_v2_appear.lua
2016-03-15 00:08:40 +01:00

415 lines
14 KiB
Lua
Raw Blame History

-- 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 = 0;
for _ in pairs(fyrosFirstNames) do nbFyrosFirstNames = nbFyrosFirstNames + 1 end
return fyrosFirstNames[math.random(nbFyrosFirstNames)]
end
function outgame:getFyrosLastName()
local nbFyrosLastNames = 0;
for _ in pairs(fyrosLastNames) do nbFyrosLastNames = nbFyrosLastNames + 1 end
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 = 0;
for _ in pairs(matisMaleFirstNames) do nbMatisMaleFirstNames = nbMatisMaleFirstNames + 1 end
FirstName = matisMaleFirstNames[math.random(nbMatisMaleFirstNames)];
else
local nbMatisFemaleFirstNames = 0;
for _ in pairs(matisFemaleFirstNames) do nbMatisFemaleFirstNames = nbMatisFemaleFirstNames + 1 end
FirstName = matisFemaleFirstNames[math.random(nbMatisFemaleFirstNames)];
end
return FirstName;
end
function outgame:getMatisLastName()
local nbMatisLastNames = 0;
for _ in pairs(matisLastNames) do nbMatisLastNames = nbMatisLastNames + 1 end
return matisLastNames[math.random(nbMatisLastNames)]
end
-- Tryker
function outgame:getTrykerFirstName()
local nbTrykerFirstNames = 0;
for _ in pairs(trykerFirstNames) do nbTrykerFirstNames = nbTrykerFirstNames + 1 end
return trykerFirstNames[math.random(nbTrykerFirstNames)]
end
function outgame:getTrykerLastName()
local nbTrykerLastNames = 0;
for _ in pairs(trykerLastNames) do nbTrykerLastNames = nbTrykerLastNames + 1 end
return trykerLastNames[math.random(nbTrykerLastNames)]
end
-- Zora<72>
function outgame:getZoraiFirstName()
local nbFirstNamesOne = 0;
for _ in pairs(zoraiFirstNamesOne) do nbFirstNamesOne = nbFirstNamesOne + 1 end
local FirstNameOne = zoraiFirstNamesOne[math.random(nbFirstNamesOne)];
local nbFirstNamesTwo = 0;
for _ in pairs(zoraiFirstNamesTwo) do nbFirstNamesTwo = nbFirstNamesTwo + 1 end
local FirstNameTwo = zoraiFirstNamesTwo[math.random(nbFirstNamesTwo)];
return FirstNameOne .. "-" .. FirstNameTwo
end
function outgame:getZoraiLastName()
local nbLastNames = 0;
for _ in pairs(zoraiLastNames) do nbLastNames = nbLastNames + 1 end
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"
if tonumber(dbNameRace) == 1 then
-- Fyros
firstName = self:getFyrosFirstName()
lastName = self:getFyrosLastName()
elseif tonumber(dbNameRace) == 2 then
-- Matis
firstName = self:getMatisFirstName()
lastName = self:getMatisLastName()
elseif tonumber(dbNameRace) == 3 then
-- Tryker
firstName = self:getTrykerFirstName()
lastName = self:getTrykerLastName()
elseif tonumber(dbNameRace) == 4 then
-- Zorai
firstName = self:getZoraiFirstName()
lastName = self:getZoraiLastName()
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
end
fullnameResult = firstName .. " " .. lastName
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", "Zora<EFBFBD>", "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", "Zora<EFBFBD>" }
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", "Zora<EFBFBD>" }
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