add onGameStart/onGameEnd/onLogin/onLogout events

This commit is contained in:
Eduardo Bart 2012-02-07 21:54:33 -02:00
parent ee1357a848
commit 09b3aa82df
16 changed files with 59 additions and 46 deletions

View File

@ -25,8 +25,8 @@ function TopMenu.init()
TopMenu.addRightButton('logoutButton', 'Logout (Ctrl+Q)', '/core_styles/icons/logout.png', onLogout)
Keyboard.bindKeyDown('Ctrl+Q', onLogout)
connect(Game, { onLogin = TopMenu.showGameButtons,
onLogout = TopMenu.hideGameButtons })
connect(Game, { onGameStart = TopMenu.showGameButtons,
onGameEnd = TopMenu.hideGameButtons })
end
function TopMenu.terminate()
@ -37,8 +37,8 @@ function TopMenu.terminate()
topMenu:destroy()
topMenu = nil
disconnect(Game, { onLogin = TopMenu.showGameButtons,
onLogout = TopMenu.hideGameButtons })
disconnect(Game, { onGameStart = TopMenu.showGameButtons,
onGameEnd = TopMenu.hideGameButtons })
TopMenu = nil
end

View File

@ -108,5 +108,5 @@ local function onApplicationClose()
end
setonclose(onApplicationClose)
connect(Game, { onLogin = Game.createInterface }, true)
connect(Game, { onLogout = Game.destroyInterface })
connect(Game, { onGameStart = Game.createInterface }, true)
connect(Game, { onGameEnd = Game.destroyInterface })

View File

@ -66,8 +66,8 @@ function CombatControls.init()
connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange })
connect(chaseModeButton, { onCheckChange = onChaseModeChange })
connect(safeFightButton, { onCheckChange = onSafeFightChange })
connect(Game, { onLogin = CombatControls.online })
connect(Game, { onLogout = CombatControls.offline })
connect(Game, { onGameStart = CombatControls.online })
connect(Game, { onGameEnd = CombatControls.offline })
if Game.isOnline() then
CombatControls.online()
@ -94,8 +94,8 @@ function CombatControls.terminate()
combatControlsWindow:destroy()
combatControlsWindow = nil
disconnect(Game, { onLogin = CombatControls.online })
disconnect(Game, { onLogout = CombatControls.offline })
disconnect(Game, { onGameStart = CombatControls.online })
disconnect(Game, { onGameEnd = CombatControls.offline })
CombatControls = nil
end

View File

@ -365,8 +365,8 @@ local function onChannelList(channelList)
end
end
connect(Game, { onLogin = Console.create,
onLogout = Console.destroy,
connect(Game, { onGameStart = Console.create,
onGameEnd = Console.destroy,
onCreatureSpeak = onCreatureSpeak,
onChannelList = onChannelList,
onOpenChannel = onOpenChannel,

View File

@ -128,8 +128,8 @@ function Containers.onContainerRemoveItem(containerId, slot)
container.itemCount = container.itemCount - 1
end
connect(Game, { onLogin = Containers.clean,
onLogout = Containers.clean,
connect(Game, { onGameStart = Containers.clean,
onGameEnd = Containers.clean,
onContainerOpen = Containers.onContainerOpen,
onContainerClose = Containers.onContainerClose,
onContainerAddItem = Containers.onContainerAddItem,

View File

@ -53,7 +53,7 @@ function HealthBar.onManaChange(mana, maxMana)
manaBar:setPercent(percent)
end
connect(Game, { onLogin = HealthBar.create,
onLogout = HealthBar.destroy,
connect(Game, { onGameStart = HealthBar.create,
onGameEnd = HealthBar.destroy,
onHealthChange = HealthBar.onHealthChange,
onManaChange = HealthBar.onManaChange })

View File

@ -42,8 +42,8 @@ function Inventory.onSoulChange(soul)
widget:setText("Soul:\n" .. soul)
end
connect(Game, { onLogin = Inventory.create,
onLogout = Inventory.destroy,
connect(Game, { onGameStart = Inventory.create,
onGameEnd = Inventory.destroy,
onInventoryChange = Inventory.onInventoryChange,
onFreeCapacityChange = Inventory.onFreeCapacityChange,
onSoulChange = Inventory.onSoulChange })

View File

@ -199,4 +199,4 @@ end
-- hooked events
connect(Game, { onOpenOutfitWindow = Outfit.create,
onLogout = Outfit.destroy })
onGameEnd = Outfit.destroy })

View File

@ -122,8 +122,8 @@ function Skills.onSkillChange(id, level, percent)
setSkillPercent('skillId' .. id, percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
connect(Game, { onLogin = Skills.create,
onLogout = Skills.destroy,
connect(Game, { onGameStart = Skills.create,
onGameEnd = Skills.destroy,
onExperienceChange = Skills.onExperienceChange,
onLevelChange = Skills.onLevelChange,
onHealthChange = Skills.onHealthChange,

View File

@ -111,7 +111,7 @@ local function onGameTextMessage(msgtypedesc, msg)
TextMessage.display(msgtypedesc, msg)
end
connect(Game, { onLogin = TextMessage.create,
onLogout = TextMessage.destroy,
connect(Game, { onGameStart = TextMessage.create,
onGameEnd = TextMessage.destroy,
onDeath = onGameDeath,
onTextMessage = onGameTextMessage })

View File

@ -123,7 +123,7 @@ function VipList.onVipListLabelMousePress(widget, mousePos, mouseButton)
end
connect(Game, { onLogin = VipList.create,
onLogout = VipList.destroy,
connect(Game, { onGameStart = VipList.create,
onGameEnd = VipList.destroy,
onAddVip = VipList.onAddVip,
onVipStateChange = VipList.onVipStateChange })

View File

@ -72,7 +72,7 @@ void Game::processConnectionError(const boost::system::error_code& error)
}
}
void Game::processLogin(const LocalPlayerPtr& localPlayer, int serverBeat)
void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat)
{
m_localPlayer = localPlayer;
m_serverBeat = serverBeat;
@ -83,8 +83,16 @@ void Game::processLogin(const LocalPlayerPtr& localPlayer, int serverBeat)
m_safeFight = true;
m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
// NOTE: the entire map description is not known yet
g_lua.callGlobalField("Game", "onLogin", localPlayer);
// NOTE: the entire map description and local player informations is not known yet
g_lua.callGlobalField("Game", "onGameStart");
}
void Game::processLogin()
{
if(!isOnline())
return;
g_lua.callGlobalField("Game", "onLogin", m_localPlayer);
}
void Game::processLogout()
@ -93,6 +101,8 @@ void Game::processLogout()
g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
m_localPlayer = nullptr;
g_lua.callGlobalField("Game", "onGameEnd");
}
if(m_protocolGame) {

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@ -42,7 +42,8 @@ public:
void cleanLogout() { logout(false); }
void processLoginError(const std::string& error);
void processConnectionError(const boost::system::error_code& error);
void processLogin(const LocalPlayerPtr& localPlayer, int serverBeat);
void processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat);
void processLogin();
void processLogout();
void processDeath();
void processPlayerStats(double health, double maxHealth,

View File

@ -38,11 +38,11 @@ Tile::Tile(const Position& position)
void Tile::draw(const Point& dest, float scaleFactor, int drawFlags)
{
m_drawElevation = 0;
bool animate = drawFlags & Otc::DrawAnimations;
// first bottom items
if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
m_drawElevation = 0;
for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
break;

View File

@ -106,7 +106,7 @@ private:
// Parse Messages
void parseMessage(InputMessage& msg);
void parsePlayerLogin(InputMessage& msg);
void parseInitGame(InputMessage& msg);
void parseGMActions(InputMessage& msg);
void parseLoginError(InputMessage& msg);
void parseFYIMessage(InputMessage& msg);

View File

@ -41,7 +41,7 @@ void ProtocolGame::parseMessage(InputMessage& msg)
switch(opt) {
case Proto::GameServerInitGame:
parsePlayerLogin(msg);
parseInitGame(msg);
break;
case Proto::GameServerGMActions:
parseGMActions(msg);
@ -265,7 +265,7 @@ void ProtocolGame::parseMessage(InputMessage& msg)
}
}
void ProtocolGame::parsePlayerLogin(InputMessage& msg)
void ProtocolGame::parseInitGame(InputMessage& msg)
{
uint playerId = msg.getU32();
int serverBeat = msg.getU16();
@ -274,7 +274,7 @@ void ProtocolGame::parsePlayerLogin(InputMessage& msg)
m_localPlayer = LocalPlayerPtr(new LocalPlayer);
m_localPlayer->setId(playerId);
m_localPlayer->setCanReportBugs(playerCanReportBugs);
g_game.processLogin(m_localPlayer, serverBeat);
g_game.processGameStart(m_localPlayer, serverBeat);
}
void ProtocolGame::parseGMActions(InputMessage& msg)
@ -1110,8 +1110,10 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
creature->setPassable(passable);
creature->setDirection(direction);
// now that the local player is known, we can schedule login event
if(creature == m_localPlayer) {
m_localPlayer->setKnown(true);
g_dispatcher.addEvent([] { g_game.processLogin(); });
}
}