174 lines
5.1 KiB
Plaintext
174 lines
5.1 KiB
Plaintext
-- basic dynamic msg_box
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-- alundaio
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local ini = ini_file("sr_teleport_sections.ltx")
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class "msg_box_ui" (CUIScriptWnd)
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function msg_box_ui:__init(obj,disable_msg,item) super()
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self:SetWndRect(Frect():set(0,0,1024,768))
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self:SetAutoDelete(true)
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self.name = obj and obj:name()
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self.disable_msg = disable_msg
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self.item = item
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if (string.find(self.name,obj:id())) then
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local story_name = get_object_story_id(obj:id())
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self.name = story_name or self.name
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end
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if (not self.name or not ini:section_exist(self.name)) then
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printf("sr_teleport_sections.ltx: section doesn't exist %s",obj and obj:name())
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return
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end
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if (alife_storage_manager.get_state().opened_routes ~= true) then
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if not (( txr_routes.scan_route(self.name)) or mlr_utils.load_var("routes_"..self.name)) then
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actor_menu.set_msg(1, game.translate_string("st_route_unknown"),5)
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self:InitCallBacks()
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self:OnMsgCancel()
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return
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end
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end
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--[[
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local enable = ini:r_string_ex(self.name,"enable")
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enable = enable and xr_logic.pick_section_from_condlist(db.actor,obj,xr_logic.parse_condlist(obj,"enable",self.name,enable))
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if (enable ~= "true") then
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local reject_on_disable = ini:r_bool_ex(self.name,"reject_on_disabled",false)
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if (reject_on_disable) then
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local warning = ini:r_string_ex(self.name,"warning")
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if (warning) then
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actor_menu.set_msg(1, game.translate_string(warning),5)
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end
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self:InitCallBacks()
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self:OnMsgCancel()
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end
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return
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end
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]]--
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self.obj = obj
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self.message_box = CUIMessageBoxEx()
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self:Register(self.message_box, "msg_box")
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self:InitCallBacks()
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if not (is_empty(xr_combat_ignore.fighting_with_actor_npcs)) then
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self:InitControls()
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else
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self:OnMsgOk()
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end
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end
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function msg_box_ui:__finalize()
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end
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function msg_box_ui:InitCallBacks()
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self:AddCallback("msg_box", ui_events.MESSAGE_BOX_OK_CLICKED, self.OnMsgOk, self)
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self:AddCallback("msg_box", ui_events.MESSAGE_BOX_CANCEL_CLICKED, self.OnMsgCancel, self)
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self:AddCallback("msg_box", ui_events.MESSAGE_BOX_YES_CLICKED, self.OnMsgOk, self)
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self:AddCallback("msg_box", ui_events.MESSAGE_BOX_NO_CLICKED, self.OnMsgCancel, self)
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end
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function msg_box_ui:OnMsgOk()
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local pos = ini:r_string_ex(self.name,"position")
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local path = pos == nil and ini:r_string_ex(self.name,"path")
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local point = path and patrol(path)
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if not (pos or point) then
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return
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end
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--if not (self.disable_msg) then
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level.add_pp_effector("sleep_fade.ppe", 1313, false)
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--end
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local function travel()
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if (ini:r_bool_ex(self.name,"autosave",false)) then
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xr_effects.scenario_autosave(nil,nil,{ini:r_string_ex(self.name,"hint") or "moving"})
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end
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local p = pos and str_explode(pos,",")
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pos = p and vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3]))
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local allow_car = ini:r_bool_ex(self.name,"allow_vehicle",true)
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if (allow_car) then
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-- allow vehicles to teleport too
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local car = db.actor:get_attached_vehicle()
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if (car) then
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car:force_set_position(pos or point and point:point(0))
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else
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db.actor:set_actor_position(pos or point and point:point(0))
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end
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else
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-- If not wanting vehicles to teleport
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local car = db.actor:get_attached_vehicle()
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if (car) then
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db.actor:detach_vehicle()
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local cpos = ini:r_string_ex(self.name,"reject")
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local cpath = cpos == nil and ini:r_string_ex(self.name,"reject_path")
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local cpoint = cpath and patrol(cpath)
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local cp = cpos and str_explode(cpos,",")
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cpos = cp and vector():set(tonumber(cp[1]) or 0,tonumber(cp[2]) or 0,tonumber(cp[3]) or 0)
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if (cpos or cpoint) then
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TeleportObject(car:id(),cpos or cpoint and cpoint:point(0),cpoint and cpoint:level_vertex_id(0),cpoint and cpoint:game_vertex_id(0))
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end
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end
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db.actor:set_actor_position(pos or point and point:point(0) or db.actor:position())
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end
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if (pos and p[4]) then
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db.actor:set_actor_direction(tonumber(p[4]) or 0)
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end
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return true
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end
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SendScriptCallback("on_before_level_changing")
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CreateTimeEvent(0,"delay_travel",3,travel)
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end
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function msg_box_ui:OnMsgCancel()
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local pos = ini:r_string_ex(self.name,"reject")
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local path = pos == nil and ini:r_string_ex(self.name,"reject_path")
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local point = path and patrol(path)
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if not (pos or point) then
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return
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end
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local p = pos and str_explode(pos,",")
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pos = p and vector():set(tonumber(p[1]) or 0,tonumber(p[2]) or 0,tonumber(p[3]) or 0)
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db.actor:set_actor_position(pos or point and point:point(0) or db.actor:position())
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if (pos and p[4]) then
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db.actor:set_actor_direction(tonumber(p[4]) or 0)
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return
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end
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db.actor:set_actor_direction(-device().cam_dir:getH())
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end
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function msg_box_ui:InitControls()
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if (self.disable_msg) then
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if (not self.item or db.actor:object(self.item)) then
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self:OnMsgOk()
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else
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self:OnMsgCancel()
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end
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return
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end
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self.message_box:InitMessageBox("message_box_yes_no")
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self.message_box:ShowDialog(true)
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local next_level = game.translate_string(ini:r_string_ex(self.name,"hint") or "")
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local msg_str = game.translate_string("st_level_changer_descr")
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local str = strformat(msg_str, next_level)
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self.message_box:SetText(str)
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end
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