* make inventory/healthbar work again allowing reload * changes in top menu toggle buttons * all modules are now reloadable by default * fix warning when using fade in * remove some unused filesmaster
parent
b301aa1a2b
commit
239f58296e
@ -1,26 +1,34 @@
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Effects = {}
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Effects = {}
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function Effects.fadeIn(widget, time, elapsed)
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function Effects.fadeIn(widget, time, elapsed)
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if not elapsed then elapsed = 0 end
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if not elapsed then elapsed = 0 end
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if not time then time = 250 end
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if not time then time = 250 end
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widget:setOpacity(math.min(elapsed/time, 1))
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widget:setOpacity(math.min(elapsed/time, 1))
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if elapsed < time then
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if elapsed < time then
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scheduleEvent(function()
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removeEvent(widget.fadeEvent)
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Effects.fadeIn(widget, time, elapsed + 30)
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widget.fadeEvent = scheduleEvent(function()
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end, 30)
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Effects.fadeIn(widget, time, elapsed + 30)
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end
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end, 30)
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else
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widget.fadeEvent = nil
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end
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end
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end
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function Effects.fadeOut(widget, time, elapsed)
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function Effects.fadeOut(widget, time, elapsed)
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if not elapsed then elapsed = 0 end
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if not elapsed then elapsed = 0 end
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if not time then time = 250 end
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if not time then time = 250 end
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widget:setOpacity(math.max((time - elapsed)/time, 0))
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widget:setOpacity(math.max((time - elapsed)/time, 0))
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if elapsed < time then
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if elapsed < time then
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scheduleEvent(function()
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removeEvent(widget.fadeEvent)
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Effects.fadeOut(widget, time, elapsed + 30)
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widget.fadeEvent = scheduleEvent(function()
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end, 30)
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Effects.fadeOut(widget, time, elapsed + 30)
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else
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end, 30)
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widget:destroy()
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else
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end
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widget.fadeEvent = nil
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widget:destroy()
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end
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end
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end
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function Effects.cancelFade(widget)
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removeEvent(widget.fadeEvent)
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end
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@ -1,199 +0,0 @@
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GameInterface = {}
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-- private variables
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local WALK_AUTO_REPEAT_DELAY = 90
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local gameRootPanel
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local gameMapPanel
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local gameRightPanel
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local gameLeftPanel
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local gameBottomPanel
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-- private functions
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function onGameStart()
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-- hook window close event
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setonclose(GameInterface.tryLogout)
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GameInterface.show()
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end
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function onGameEnd()
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setonclose(exit)
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GameInterface.hide()
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end
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-- public functions
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function GameInterface.init()
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gameRootPanel = displayUI('gameinterface.otui')
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gameRootPanel:lower()
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connect(g_game, { onGameStart = onGameStart }, true)
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connect(g_game, { onGameEnd = onGameEnd })
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Keyboard.bindKeyPress('Up', function() g_game.walk(North) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Right', function() g_game.walk(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Down', function() g_game.walk(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Left', function() g_game.walk(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad8', function() g_game.walk(North) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad9', function() g_game.walk(NorthEast) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad6', function() g_game.walk(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad3', function() g_game.walk(SouthEast) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad2', function() g_game.walk(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad1', function() g_game.walk(SouthWest) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad4', function() g_game.walk(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Numpad7', function() g_game.walk(NorthWest) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Up', function() g_game.turn(North) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Right', function() g_game.turn(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Down', function() g_game.turn(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Left', function() g_game.turn(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Numpad8', function() g_game.turn(North) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Numpad6', function() g_game.turn(East) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Numpad2', function() g_game.turn(South) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Ctrl+Numpad4', function() g_game.turn(West) end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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Keyboard.bindKeyPress('Esc', function() g_game.cancelAttackAndFollow() end, gameRootPanel, WALK_AUTO_REPEAT_DELAY)
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end
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function GameInterface.terminate()
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disconnect(g_game, { onGameStart = onGameStart }, true)
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disconnect(g_game, { onGameEnd = onGameEnd })
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end
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function GameInterface.show()
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gameRootPanel:show()
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end
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function GameInterface.hide()
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gameRootPanel:hide()
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end
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function GameInterface.tryLogout()
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if g_game.isOnline() then
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g_game.forceLogout()
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else
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exit()
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end
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end
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function GameInterface.getRootPanel()
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return gameRootPanel
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end
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function GameInterface.getMapPanel()
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return gameMapPanel
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end
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function GameInterface.getRightPanel()
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return gameRightPanel
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end
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function GameInterface.getLeftPanel()
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return gameLeftPanel
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end
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function GameInterface.getBottomPanel()
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return gameBottomPanel
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end
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function GameInterface.createThingMenu(menuPosition, lookThing, useThing, creatureThing)
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local menu = createWidget('PopupMenu')
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if lookThing then
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menu:addOption('Look', function() g_game.look(lookThing) end)
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end
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if useThing then
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if useThing:isContainer() then
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if useThing:isInsideContainer() then
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menu:addOption('Open', function() g_game.open(useThing, useThing:getContainerId()) end)
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menu:addOption('Open in new window', function() g_game.open(useThing, Containers.getFreeContainerId()) end)
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else
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menu:addOption('Open', function() g_game.open(useThing, Containers.getFreeContainerId()) end)
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end
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else
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if useThing:isMultiUse() then
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menu:addOption('Use with ...', function() g_game.startUseWith(useThing) end)
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else
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menu:addOption('Use', function() g_game.use(useThing) end)
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end
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end
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if useThing:isRotateable() then
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menu:addOption('Rotate', function() g_game.rotate(useThing) end)
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end
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end
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if lookThing and not lookThing:asCreature() and not lookThing:isNotMoveable() and lookThing:isPickupable() then
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menu:addSeparator()
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menu:addOption('Trade with ...', function() print('trade with') end)
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end
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-- check for move up
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if creatureThing then
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menu:addSeparator()
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if creatureThing:asLocalPlayer() then
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menu:addOption('Set Outfit', function() g_game.requestOutfit() end)
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if creatureThing:asPlayer():isPartyMember() --[[and not fighting]] then
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if creatureThing:asPlayer():isPartyLeader() then
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if creatureThing:asPlayer():isPartySharedExperienceActive() then
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menu:addOption('Disable Shared Experience', function() g_game.partyShareExperience(false) end)
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else
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menu:addOption('Enable Shared Experience', function() g_game.partyShareExperience(true) end)
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end
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end
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menu:addOption('Leave Party', function() g_game.partyLeave() end)
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end
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else
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local localPlayer = g_game.getLocalPlayer()
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if localPlayer then
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if g_game.getAttackingCreature() ~= creatureThing then
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menu:addOption('Attack', function() g_game.attack(creatureThing) end)
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else
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menu:addOption('Stop Attack', function() g_game.cancelAttack() end)
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end
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if g_game.getFollowingCreature() ~= creatureThing then
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menu:addOption('Follow', function() g_game.follow(creatureThing) end)
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else
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menu:addOption('Stop Follow', function() g_game.cancelFollow() end)
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end
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if creatureThing:asPlayer() then
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menu:addSeparator()
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menu:addOption('Message to ' .. creatureThing:getName(), function() print('message') end)
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menu:addOption('Add to VIP list', function() g_game.addVip(creatureThing:getName()) end)
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local localPlayerShield = localPlayer:asCreature():getShield()
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local creatureShield = creatureThing:getShield()
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if localPlayerShield == ShieldNone or localPlayerShield == ShieldWhiteBlue then
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if creatureShield == ShieldWhiteYellow then
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menu:addOption('Join ' .. creatureThing:getName() .. '\'s Party', function() g_game.partyJoin(creatureThing:getId()) end)
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else
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menu:addOption('Invite to Party', function() g_game.partyInvite(creatureThing:getId()) end)
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end
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elseif localPlayerShield == ShieldWhiteYellow then
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if creatureShield == ShieldWhiteBlue then
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menu:addOption('Revoke ' .. creatureThing:getName() .. '\'s Invitation', function() g_game.partyRevokeInvitation(creatureThing:getId()) end)
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end
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elseif localPlayerShield == ShieldYellow or localPlayerShield == ShieldYellowSharedExp or localPlayerShield == ShieldYellowNoSharedExpBlink or localPlayerShield == ShieldYellowNoSharedExp then
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if creatureShield == ShieldWhiteBlue then
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menu:addOption('Revoke ' .. creatureThing:getName() .. '\'s Invitation', function() g_game.partyRevokeInvitation(creatureThing:getId()) end)
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elseif creatureShield == ShieldBlue or creatureShield == ShieldBlueSharedExp or creatureShield == ShieldBlueNoSharedExpBlink or creatureShield == ShieldBlueNoSharedExp then
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menu:addOption('Pass Leadership to ' .. creatureThing:getName(), function() g_game.partyPassLeadership(creatureThing:getId()) end)
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else
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menu:addOption('Invite to Party', function() g_game.partyInvite(creatureThing:getId()) end)
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end
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end
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end
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end
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end
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menu:addSeparator()
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menu:addOption('Copy Name', function() g_window.setClipboardText(creatureThing:getName()) end)
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end
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menu:display(menuPosition)
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end
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@ -1,20 +0,0 @@
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Module
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name: game_interface
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description: |
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Create the game main interface (map and bottom/left/right panels),
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any game module must use it to add ingame interfaces
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author: OTClient team
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website: https://github.com/edubart/otclient
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@onLoad: |
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dofile 'uiminiwindow'
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dofile 'uiminiwindowcontainer'
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dofile 'uiitem'
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dofile 'uimap'
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dofile 'gameinterface'
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GameInterface.init()
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@onUnload: |
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GameInterface.terminate()
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@ -1,46 +0,0 @@
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GameSidePanel < UIMiniWindowContainer
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image-source: images/sidepanel.png
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image-border: 4
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GameBottomPanel < Panel
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image-source: images/bottompanel.png
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image-border: 4
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GameMapPanel < UIMap
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padding: 4
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image-source: images/mappanel.png
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image-border: 4
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UIGame
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id: gameRootPanel
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anchors.fill: parent
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anchors.top: topMenu.bottom
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GameSidePanel
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id: gameRightPanel
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width: 190
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layout: verticalBox
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anchors.right: parent.right
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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GameBottomPanel
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id: gameBottomPanel
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height: 170
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anchors.left: parent.left
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anchors.right: gameRightPanel.left
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anchors.bottom: parent.bottom
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GameMapPanel
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id: gameMapPanel
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anchors.left: parent.left
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anchors.right: gameRightPanel.left
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anchors.top: parent.top
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anchors.bottom: gameBottomPanel.top
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focusable: false
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UIWidget
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id: mouseGrabber
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focusable: false
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visible: false
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@ -1,56 +0,0 @@
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function UIMap:onDragEnter(mousePos)
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local tile = self:getTile(mousePos)
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if not tile then return false end
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local thing = tile:getTopMoveThing()
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if not thing then return false end
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self.parsed = false
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self.currentDragThing = thing
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Mouse.setTargetCursor()
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return true
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end
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function UIMap:onDragLeave(droppedWidget, mousePos)
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if not self.parsed then
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self.currentDragThing = nil
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end
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Mouse.restoreCursor()
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return true
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end
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function UIMap:onDrop(widget, mousePos)
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if not widget or not widget.currentDragThing then return false end
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local tile = self:getTile(mousePos)
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if not tile then return false end
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local count = widget.currentDragThing:getCount()
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if widget.currentDragThing:isStackable() and count > 1 then
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widget.parsed = true
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local moveWindow = displayUI('/game/movewindow.otui')
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local spinbox = moveWindow:getChildById('spinbox')
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spinbox:setMaximum(count)
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spinbox:setMinimum(1)
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spinbox:setCurrentIndex(count)
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local okButton = moveWindow:getChildById('buttonOk')
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okButton.onClick = function()
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g_game.move(widget.currentDragThing, tile:getPosition(), spinbox:getCurrentIndex())
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okButton:getParent():destroy()
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widget.currentDragThing = nil
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end
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moveWindow.onEnter = okButton.onClick
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else
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g_game.move(widget.currentDragThing, tile:getPosition(), 1)
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end
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return true
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end
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function UIMap:onMouseRelease(mousePosition, mouseButton)
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local tile = self:getTile(mousePosition)
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if tile and g_game.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then return true end
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return false
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end
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