add onGameStart/onGameEnd/onLogin/onLogout events
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@ -25,8 +25,8 @@ function TopMenu.init()
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TopMenu.addRightButton('logoutButton', 'Logout (Ctrl+Q)', '/core_styles/icons/logout.png', onLogout)
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Keyboard.bindKeyDown('Ctrl+Q', onLogout)
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connect(Game, { onLogin = TopMenu.showGameButtons,
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onLogout = TopMenu.hideGameButtons })
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connect(Game, { onGameStart = TopMenu.showGameButtons,
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onGameEnd = TopMenu.hideGameButtons })
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end
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function TopMenu.terminate()
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@ -37,8 +37,8 @@ function TopMenu.terminate()
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topMenu:destroy()
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topMenu = nil
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disconnect(Game, { onLogin = TopMenu.showGameButtons,
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onLogout = TopMenu.hideGameButtons })
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disconnect(Game, { onGameStart = TopMenu.showGameButtons,
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onGameEnd = TopMenu.hideGameButtons })
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TopMenu = nil
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end
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@ -108,5 +108,5 @@ local function onApplicationClose()
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end
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setonclose(onApplicationClose)
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connect(Game, { onLogin = Game.createInterface }, true)
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connect(Game, { onLogout = Game.destroyInterface })
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connect(Game, { onGameStart = Game.createInterface }, true)
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connect(Game, { onGameEnd = Game.destroyInterface })
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@ -66,8 +66,8 @@ function CombatControls.init()
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connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange })
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connect(chaseModeButton, { onCheckChange = onChaseModeChange })
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connect(safeFightButton, { onCheckChange = onSafeFightChange })
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connect(Game, { onLogin = CombatControls.online })
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connect(Game, { onLogout = CombatControls.offline })
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connect(Game, { onGameStart = CombatControls.online })
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connect(Game, { onGameEnd = CombatControls.offline })
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if Game.isOnline() then
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CombatControls.online()
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@ -94,8 +94,8 @@ function CombatControls.terminate()
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combatControlsWindow:destroy()
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combatControlsWindow = nil
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disconnect(Game, { onLogin = CombatControls.online })
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disconnect(Game, { onLogout = CombatControls.offline })
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disconnect(Game, { onGameStart = CombatControls.online })
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disconnect(Game, { onGameEnd = CombatControls.offline })
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CombatControls = nil
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end
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@ -365,8 +365,8 @@ local function onChannelList(channelList)
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end
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end
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connect(Game, { onLogin = Console.create,
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onLogout = Console.destroy,
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connect(Game, { onGameStart = Console.create,
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onGameEnd = Console.destroy,
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onCreatureSpeak = onCreatureSpeak,
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onChannelList = onChannelList,
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onOpenChannel = onOpenChannel,
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@ -128,8 +128,8 @@ function Containers.onContainerRemoveItem(containerId, slot)
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container.itemCount = container.itemCount - 1
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end
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connect(Game, { onLogin = Containers.clean,
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onLogout = Containers.clean,
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connect(Game, { onGameStart = Containers.clean,
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onGameEnd = Containers.clean,
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onContainerOpen = Containers.onContainerOpen,
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onContainerClose = Containers.onContainerClose,
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onContainerAddItem = Containers.onContainerAddItem,
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@ -53,7 +53,7 @@ function HealthBar.onManaChange(mana, maxMana)
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manaBar:setPercent(percent)
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end
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connect(Game, { onLogin = HealthBar.create,
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onLogout = HealthBar.destroy,
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connect(Game, { onGameStart = HealthBar.create,
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onGameEnd = HealthBar.destroy,
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onHealthChange = HealthBar.onHealthChange,
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onManaChange = HealthBar.onManaChange })
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@ -42,8 +42,8 @@ function Inventory.onSoulChange(soul)
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widget:setText("Soul:\n" .. soul)
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end
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connect(Game, { onLogin = Inventory.create,
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onLogout = Inventory.destroy,
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connect(Game, { onGameStart = Inventory.create,
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onGameEnd = Inventory.destroy,
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onInventoryChange = Inventory.onInventoryChange,
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onFreeCapacityChange = Inventory.onFreeCapacityChange,
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onSoulChange = Inventory.onSoulChange })
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@ -199,4 +199,4 @@ end
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-- hooked events
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connect(Game, { onOpenOutfitWindow = Outfit.create,
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onLogout = Outfit.destroy })
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onGameEnd = Outfit.destroy })
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@ -122,8 +122,8 @@ function Skills.onSkillChange(id, level, percent)
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setSkillPercent('skillId' .. id, percent, 'You have ' .. (100 - percent) .. ' percent to go')
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end
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connect(Game, { onLogin = Skills.create,
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onLogout = Skills.destroy,
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connect(Game, { onGameStart = Skills.create,
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onGameEnd = Skills.destroy,
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onExperienceChange = Skills.onExperienceChange,
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onLevelChange = Skills.onLevelChange,
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onHealthChange = Skills.onHealthChange,
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@ -111,7 +111,7 @@ local function onGameTextMessage(msgtypedesc, msg)
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TextMessage.display(msgtypedesc, msg)
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end
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connect(Game, { onLogin = TextMessage.create,
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onLogout = TextMessage.destroy,
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connect(Game, { onGameStart = TextMessage.create,
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onGameEnd = TextMessage.destroy,
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onDeath = onGameDeath,
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onTextMessage = onGameTextMessage })
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@ -123,7 +123,7 @@ function VipList.onVipListLabelMousePress(widget, mousePos, mouseButton)
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end
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connect(Game, { onLogin = VipList.create,
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onLogout = VipList.destroy,
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connect(Game, { onGameStart = VipList.create,
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onGameEnd = VipList.destroy,
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onAddVip = VipList.onAddVip,
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onVipStateChange = VipList.onVipStateChange })
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@ -72,7 +72,7 @@ void Game::processConnectionError(const boost::system::error_code& error)
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}
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}
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void Game::processLogin(const LocalPlayerPtr& localPlayer, int serverBeat)
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void Game::processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat)
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{
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m_localPlayer = localPlayer;
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m_serverBeat = serverBeat;
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@ -83,8 +83,16 @@ void Game::processLogin(const LocalPlayerPtr& localPlayer, int serverBeat)
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m_safeFight = true;
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m_protocolGame->sendFightTatics(m_fightMode, m_chaseMode, m_safeFight);
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// NOTE: the entire map description is not known yet
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g_lua.callGlobalField("Game", "onLogin", localPlayer);
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// NOTE: the entire map description and local player informations is not known yet
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g_lua.callGlobalField("Game", "onGameStart");
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}
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void Game::processLogin()
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{
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if(!isOnline())
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return;
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g_lua.callGlobalField("Game", "onLogin", m_localPlayer);
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}
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void Game::processLogout()
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@ -93,6 +101,8 @@ void Game::processLogout()
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g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
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m_localPlayer = nullptr;
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g_lua.callGlobalField("Game", "onGameEnd");
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}
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if(m_protocolGame) {
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@ -42,7 +42,8 @@ public:
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void cleanLogout() { logout(false); }
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void processLoginError(const std::string& error);
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void processConnectionError(const boost::system::error_code& error);
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void processLogin(const LocalPlayerPtr& localPlayer, int serverBeat);
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void processGameStart(const LocalPlayerPtr& localPlayer, int serverBeat);
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void processLogin();
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void processLogout();
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void processDeath();
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void processPlayerStats(double health, double maxHealth,
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@ -38,11 +38,11 @@ Tile::Tile(const Position& position)
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void Tile::draw(const Point& dest, float scaleFactor, int drawFlags)
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{
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m_drawElevation = 0;
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bool animate = drawFlags & Otc::DrawAnimations;
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// first bottom items
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if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
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m_drawElevation = 0;
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for(const ThingPtr& thing : m_things) {
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if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
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break;
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@ -106,7 +106,7 @@ private:
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// Parse Messages
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void parseMessage(InputMessage& msg);
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void parsePlayerLogin(InputMessage& msg);
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void parseInitGame(InputMessage& msg);
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void parseGMActions(InputMessage& msg);
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void parseLoginError(InputMessage& msg);
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void parseFYIMessage(InputMessage& msg);
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@ -41,7 +41,7 @@ void ProtocolGame::parseMessage(InputMessage& msg)
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switch(opt) {
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case Proto::GameServerInitGame:
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parsePlayerLogin(msg);
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parseInitGame(msg);
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break;
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case Proto::GameServerGMActions:
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parseGMActions(msg);
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@ -265,7 +265,7 @@ void ProtocolGame::parseMessage(InputMessage& msg)
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}
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}
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void ProtocolGame::parsePlayerLogin(InputMessage& msg)
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void ProtocolGame::parseInitGame(InputMessage& msg)
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{
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uint playerId = msg.getU32();
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int serverBeat = msg.getU16();
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@ -274,7 +274,7 @@ void ProtocolGame::parsePlayerLogin(InputMessage& msg)
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m_localPlayer = LocalPlayerPtr(new LocalPlayer);
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m_localPlayer->setId(playerId);
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m_localPlayer->setCanReportBugs(playerCanReportBugs);
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g_game.processLogin(m_localPlayer, serverBeat);
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g_game.processGameStart(m_localPlayer, serverBeat);
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}
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void ProtocolGame::parseGMActions(InputMessage& msg)
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@ -1110,8 +1110,10 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
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creature->setPassable(passable);
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creature->setDirection(direction);
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// now that the local player is known, we can schedule login event
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if(creature == m_localPlayer) {
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m_localPlayer->setKnown(true);
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g_dispatcher.addEvent([] { g_game.processLogin(); });
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}
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}
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