391 lines
13 KiB
Lua
391 lines
13 KiB
Lua
MAX_NUM_QUESTS = 32;
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MAX_NUM_ITEMS = 10;
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MAX_REQUIRED_ITEMS = 6;
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QUEST_DESCRIPTION_GRADIENT_LENGTH = 30;
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QUEST_DESCRIPTION_GRADIENT_CPS = 70;
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QUESTINFO_FADE_IN = 0.5;
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function QuestFrame_OnLoad(self)
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self:RegisterEvent("QUEST_GREETING");
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self:RegisterEvent("QUEST_DETAIL");
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self:RegisterEvent("QUEST_PROGRESS");
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self:RegisterEvent("QUEST_COMPLETE");
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self:RegisterEvent("QUEST_FINISHED");
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self:RegisterEvent("QUEST_ITEM_UPDATE");
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end
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function QuestFrame_OnEvent(self, event, ...)
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if ( event == "QUEST_FINISHED" ) then
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HideUIPanel(QuestFrame);
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return;
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end
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if ( (event == "QUEST_ITEM_UPDATE") and not QuestFrame:IsShown() ) then
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return;
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end
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QuestFrame_SetPortrait();
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ShowUIPanel(QuestFrame);
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if ( not QuestFrame:IsShown() ) then
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CloseQuest();
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return;
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end
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if ( event == "QUEST_GREETING" ) then
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QuestFrameGreetingPanel:Hide();
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QuestFrameGreetingPanel:Show();
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elseif ( event == "QUEST_DETAIL" ) then
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HideUIPanel(QuestLogDetailFrame);
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QuestFrameDetailPanel:Hide();
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QuestFrameDetailPanel:Show();
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elseif ( event == "QUEST_PROGRESS" ) then
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HideUIPanel(QuestLogDetailFrame);
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QuestFrameProgressPanel:Hide();
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QuestFrameProgressPanel:Show();
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elseif ( event == "QUEST_COMPLETE" ) then
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HideUIPanel(QuestLogDetailFrame);
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QuestFrameCompleteQuestButton:Enable();
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QuestFrameRewardPanel:Hide();
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QuestFrameRewardPanel:Show();
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elseif ( event == "QUEST_ITEM_UPDATE" ) then
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if ( QuestFrameDetailPanel:IsShown() ) then
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QuestInfo_ShowRewards();
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QuestDetailScrollFrameScrollBar:SetValue(0);
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elseif ( QuestFrameProgressPanel:IsShown() ) then
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QuestFrameProgressItems_Update()
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QuestProgressScrollFrameScrollBar:SetValue(0);
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elseif ( QuestFrameRewardPanel:IsShown() ) then
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QuestInfo_ShowRewards();
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QuestRewardScrollFrameScrollBar:SetValue(0);
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end
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end
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end
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function QuestFrame_SetPortrait()
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QuestFrameNpcNameText:SetText(UnitName("questnpc"));
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if ( UnitExists("questnpc") ) then
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SetPortraitTexture(QuestFramePortrait, "questnpc");
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else
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QuestFramePortrait:SetTexture("Interface\\QuestFrame\\UI-QuestLog-BookIcon");
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end
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end
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function QuestFrameRewardPanel_OnShow()
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QuestFrameDetailPanel:Hide();
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QuestFrameGreetingPanel:Hide();
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QuestFrameProgressPanel:Hide();
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local material = QuestFrame_GetMaterial();
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QuestFrame_SetMaterial(QuestFrameRewardPanel, material);
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QuestInfo_Display(QUEST_TEMPLATE_REWARD, QuestRewardScrollChildFrame, QuestFrameCompleteQuestButton, QuestFrameCancelButton, material);
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QuestRewardScrollFrameScrollBar:SetValue(0);
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if ( QUEST_FADING_DISABLE == "0" ) then
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QuestRewardScrollChildFrame:SetAlpha(0);
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UIFrameFadeIn(QuestRewardScrollChildFrame, QUESTINFO_FADE_IN);
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end
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end
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function QuestRewardCancelButton_OnClick()
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DeclineQuest();
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PlaySound("igQuestCancel");
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end
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function QuestRewardCompleteButton_OnClick()
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if ( QuestInfoFrame.itemChoice == 0 and GetNumQuestChoices() > 0 ) then
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QuestChooseRewardError();
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else
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local money = GetQuestMoneyToGet();
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if ( money and money > 0 ) then
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QuestFrame.dialog = StaticPopup_Show("CONFIRM_COMPLETE_EXPENSIVE_QUEST");
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if ( QuestFrame.dialog ) then
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MoneyFrame_Update(QuestFrame.dialog:GetName().."MoneyFrame", money);
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end
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else
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GetQuestReward(QuestInfoFrame.itemChoice);
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end
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end
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end
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function QuestProgressCompleteButton_OnClick()
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CompleteQuest();
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--PlaySound("igQuestListComplete");
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end
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function QuestGoodbyeButton_OnClick()
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DeclineQuest();
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PlaySound("igQuestCancel");
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end
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function QuestRewardItem_OnClick(self)
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if ( self.type == "choice" ) then
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QuestRewardItemHighlight:SetPoint("TOPLEFT", self, "TOPLEFT", -8, 7);
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QuestRewardItemHighlight:Show();
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QuestFrameRewardPanel.itemChoice = self:GetID();
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end
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end
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function QuestFrameProgressPanel_OnShow()
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QuestFrameRewardPanel:Hide();
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QuestFrameDetailPanel:Hide();
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QuestFrameGreetingPanel:Hide();
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local material = QuestFrame_GetMaterial();
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QuestFrame_SetMaterial(QuestFrameProgressPanel, material);
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QuestProgressTitleText:SetText(GetTitleText());
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QuestFrame_SetTitleTextColor(QuestProgressTitleText, material);
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QuestProgressText:SetText(GetProgressText());
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QuestFrame_SetTextColor(QuestProgressText, material);
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if ( IsQuestCompletable() ) then
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QuestFrameCompleteButton:Enable();
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else
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QuestFrameCompleteButton:Disable();
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end
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QuestFrameProgressItems_Update();
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if ( QUEST_FADING_DISABLE == "0" ) then
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QuestProgressScrollChildFrame:SetAlpha(0);
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UIFrameFadeIn(QuestProgressScrollChildFrame, QUESTINFO_FADE_IN);
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end
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end
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function QuestFrameProgressItems_Update()
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local numRequiredItems = GetNumQuestItems();
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local questItemName = "QuestProgressItem";
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if ( numRequiredItems > 0 or GetQuestMoneyToGet() > 0 ) then
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QuestProgressRequiredItemsText:Show();
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-- If there's money required then anchor and display it
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if ( GetQuestMoneyToGet() > 0 ) then
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MoneyFrame_Update("QuestProgressRequiredMoneyFrame", GetQuestMoneyToGet());
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if ( GetQuestMoneyToGet() > GetMoney() ) then
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-- Not enough money
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QuestProgressRequiredMoneyText:SetTextColor(0, 0, 0);
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SetMoneyFrameColor("QuestProgressRequiredMoneyFrame", "red");
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else
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QuestProgressRequiredMoneyText:SetTextColor(0.2, 0.2, 0.2);
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SetMoneyFrameColor("QuestProgressRequiredMoneyFrame", "white");
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end
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QuestProgressRequiredMoneyText:Show();
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QuestProgressRequiredMoneyFrame:Show();
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-- Reanchor required item
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_G[questItemName..1]:SetPoint("TOPLEFT", "QuestProgressRequiredMoneyText", "BOTTOMLEFT", 0, -10);
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else
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QuestProgressRequiredMoneyText:Hide();
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QuestProgressRequiredMoneyFrame:Hide();
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_G[questItemName..1]:SetPoint("TOPLEFT", "QuestProgressRequiredItemsText", "BOTTOMLEFT", -3, -5);
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end
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for i=1, numRequiredItems, 1 do
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local requiredItem = _G[questItemName..i];
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requiredItem.type = "required";
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local name, texture, numItems = GetQuestItemInfo(requiredItem.type, i);
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SetItemButtonCount(requiredItem, numItems);
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SetItemButtonTexture(requiredItem, texture);
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requiredItem:Show();
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_G[questItemName..i.."Name"]:SetText(name);
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end
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else
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QuestProgressRequiredMoneyText:Hide();
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QuestProgressRequiredMoneyFrame:Hide();
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QuestProgressRequiredItemsText:Hide();
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end
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for i=numRequiredItems + 1, MAX_REQUIRED_ITEMS, 1 do
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_G[questItemName..i]:Hide();
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end
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QuestProgressScrollFrameScrollBar:SetValue(0);
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end
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function QuestFrameGreetingPanel_OnShow()
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QuestFrameRewardPanel:Hide();
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QuestFrameProgressPanel:Hide();
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QuestFrameDetailPanel:Hide();
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if ( QUEST_FADING_DISABLE == "0" ) then
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QuestGreetingScrollChildFrame:SetAlpha(0);
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UIFrameFadeIn(QuestGreetingScrollChildFrame, QUESTINFO_FADE_IN);
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end
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local material = QuestFrame_GetMaterial();
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QuestFrame_SetMaterial(QuestFrameGreetingPanel, material);
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GreetingText:SetText(GetGreetingText());
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QuestFrame_SetTextColor(GreetingText, material);
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QuestFrame_SetTitleTextColor(CurrentQuestsText, material);
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QuestFrame_SetTitleTextColor(AvailableQuestsText, material);
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local numActiveQuests = GetNumActiveQuests();
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local numAvailableQuests = GetNumAvailableQuests();
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if ( numActiveQuests == 0 ) then
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CurrentQuestsText:Hide();
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QuestGreetingFrameHorizontalBreak:Hide();
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else
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CurrentQuestsText:SetPoint("TOPLEFT", "GreetingText", "BOTTOMLEFT", 0, -10);
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CurrentQuestsText:Show();
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QuestTitleButton1:SetPoint("TOPLEFT", "CurrentQuestsText", "BOTTOMLEFT", -10, -5);
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for i=1, numActiveQuests, 1 do
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local questTitleButton = _G["QuestTitleButton"..i];
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local questTitleButtonIcon = _G[questTitleButton:GetName() .. "QuestIcon"];
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local title, isComplete = GetActiveTitle(i);
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if ( IsActiveQuestTrivial(i) ) then
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questTitleButton:SetFormattedText(TRIVIAL_QUEST_DISPLAY, title);
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questTitleButtonIcon:SetVertexColor(0.75,0.75,0.75);
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else
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questTitleButton:SetFormattedText(NORMAL_QUEST_DISPLAY, title);
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questTitleButtonIcon:SetVertexColor(1,1,1);
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end
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if ( isComplete ) then
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questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\ActiveQuestIcon");
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else
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questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\IncompleteQuestIcon");
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end
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questTitleButton:SetHeight(questTitleButton:GetTextHeight() + 2);
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questTitleButton:SetID(i);
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questTitleButton.isActive = 1;
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questTitleButton:Show();
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if ( i > 1 ) then
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questTitleButton:SetPoint("TOPLEFT", "QuestTitleButton"..(i-1),"BOTTOMLEFT", 0, -2)
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end
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end
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end
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if ( numAvailableQuests == 0 ) then
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AvailableQuestsText:Hide();
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QuestGreetingFrameHorizontalBreak:Hide();
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else
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if ( numActiveQuests > 0 ) then
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QuestGreetingFrameHorizontalBreak:SetPoint("TOPLEFT", "QuestTitleButton"..numActiveQuests, "BOTTOMLEFT",22,-10);
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QuestGreetingFrameHorizontalBreak:Show();
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AvailableQuestsText:SetPoint("TOPLEFT", "QuestGreetingFrameHorizontalBreak", "BOTTOMLEFT", -12, -10);
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else
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AvailableQuestsText:SetPoint("TOPLEFT", "GreetingText", "BOTTOMLEFT", 0, -10);
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end
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AvailableQuestsText:Show();
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_G["QuestTitleButton"..(numActiveQuests + 1)]:SetPoint("TOPLEFT", "AvailableQuestsText", "BOTTOMLEFT", -10, -5);
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for i=(numActiveQuests + 1), (numActiveQuests + numAvailableQuests), 1 do
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local questTitleButton = _G["QuestTitleButton"..i];
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local questTitleButtonIcon = _G[questTitleButton:GetName() .. "QuestIcon"];
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local isTrivial, isDaily, isRepeatable = GetAvailableQuestInfo(i - numActiveQuests);
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if ( isDaily ) then
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questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\DailyQuestIcon");
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elseif ( isRepeatable ) then
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questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\DailyActiveQuestIcon");
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else
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questTitleButtonIcon:SetTexture("Interface\\GossipFrame\\AvailableQuestIcon");
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end
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if ( isTrivial ) then
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questTitleButton:SetFormattedText(TRIVIAL_QUEST_DISPLAY, GetAvailableTitle(i - numActiveQuests));
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questTitleButtonIcon:SetVertexColor(0.5,0.5,0.5);
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else
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questTitleButton:SetFormattedText(NORMAL_QUEST_DISPLAY, GetAvailableTitle(i - numActiveQuests));
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questTitleButtonIcon:SetVertexColor(1,1,1);
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end
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questTitleButton:SetHeight(questTitleButton:GetTextHeight() + 2);
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questTitleButton:SetID(i - numActiveQuests);
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questTitleButton.isActive = 0;
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questTitleButton:Show();
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if ( i > numActiveQuests + 1 ) then
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questTitleButton:SetPoint("TOPLEFT", "QuestTitleButton"..(i-1),"BOTTOMLEFT", 0, -2)
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end
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end
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end
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for i=(numActiveQuests + numAvailableQuests + 1), MAX_NUM_QUESTS, 1 do
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_G["QuestTitleButton"..i]:Hide();
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end
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end
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function QuestFrame_OnShow()
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PlaySound("igQuestListOpen");
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end
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function QuestFrame_OnHide()
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QuestFrameGreetingPanel:Hide();
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QuestFrameDetailPanel:Hide();
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QuestFrameRewardPanel:Hide();
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QuestFrameProgressPanel:Hide();
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if ( QuestFrame.dialog ) then
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QuestFrame.dialog:Hide();
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QuestFrame.dialog = nil;
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end
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if ( QuestFrame.autoQuest ) then
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QuestFrameDetailPanelBotRight:SetTexture("Interface\\QuestFrame\\UI-QuestGreeting-BotRight");
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QuestFrameDeclineButton:Show();
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QuestFrame.autoQuest = nil;
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end
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CloseQuest();
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PlaySound("igQuestListClose");
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end
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function QuestTitleButton_OnClick(self)
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if ( self.isActive == 1 ) then
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SelectActiveQuest(self:GetID());
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else
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SelectAvailableQuest(self:GetID());
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end
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PlaySound("igQuestListSelect");
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end
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function QuestFrameDetailPanel_OnShow()
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QuestFrameRewardPanel:Hide();
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QuestFrameProgressPanel:Hide();
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QuestFrameGreetingPanel:Hide();
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if ( QuestGetAutoAccept() ) then
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QuestFrameDetailPanelBotRight:SetTexture("Interface\\QuestFrame\\UI-QuestGreeting-BotRight-blank");
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QuestFrameDeclineButton:Hide();
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QuestFrame.autoQuest = true;
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end
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local material = QuestFrame_GetMaterial();
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QuestFrame_SetMaterial(QuestFrameDetailPanel, material);
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QuestInfo_Display(QUEST_TEMPLATE_DETAIL1, QuestDetailScrollChildFrame, QuestFrameAcceptButton, nil, material);
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QuestInfo_Display(QUEST_TEMPLATE_DETAIL2, QuestInfoFadingFrame, QuestFrameAcceptButton, nil, material);
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QuestDetailScrollFrameScrollBar:SetValue(0);
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end
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function QuestDetailAcceptButton_OnClick()
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if ( QuestFlagsPVP() ) then
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QuestFrame.dialog = StaticPopup_Show("CONFIRM_ACCEPT_PVP_QUEST");
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else
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if ( QuestFrame.autoQuest ) then
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HideUIPanel(QuestFrame);
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else
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AcceptQuest();
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end
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end
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end
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function QuestDetailDeclineButton_OnClick()
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DeclineQuest();
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PlaySound("igQuestCancel");
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end
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function QuestFrame_SetMaterial(frame, material)
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if ( material == "Parchment" ) then
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_G[frame:GetName().."MaterialTopLeft"]:Hide();
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_G[frame:GetName().."MaterialTopRight"]:Hide();
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_G[frame:GetName().."MaterialBotLeft"]:Hide();
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_G[frame:GetName().."MaterialBotRight"]:Hide();
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else
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_G[frame:GetName().."MaterialTopLeft"]:Show();
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_G[frame:GetName().."MaterialTopRight"]:Show();
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_G[frame:GetName().."MaterialBotLeft"]:Show();
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_G[frame:GetName().."MaterialBotRight"]:Show();
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_G[frame:GetName().."MaterialTopLeft"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-TopLeft");
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_G[frame:GetName().."MaterialTopRight"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-TopRight");
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_G[frame:GetName().."MaterialBotLeft"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-BotLeft");
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_G[frame:GetName().."MaterialBotRight"]:SetTexture("Interface\\ItemTextFrame\\ItemText-"..material.."-BotRight");
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end
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end
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function QuestFrame_GetMaterial()
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local material = GetQuestBackgroundMaterial();
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if ( not material ) then
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material = "Parchment";
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end
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return material;
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end
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function QuestFrame_SetTitleTextColor(fontString, material)
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local temp, materialTitleTextColor = GetMaterialTextColors(material);
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fontString:SetTextColor(materialTitleTextColor[1], materialTitleTextColor[2], materialTitleTextColor[3]);
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end
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function QuestFrame_SetTextColor(fontString, material)
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local materialTextColor = GetMaterialTextColors(material);
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fontString:SetTextColor(materialTextColor[1], materialTextColor[2], materialTextColor[3]);
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end |