void pawsCharacterPickerWindow::SelectCharacter(int character) { if(!gotStrings) return; pawsWidget* wdg; // char number chetty for (int i = 0;i < 1; i++) { csString name; name = "ImgCharacter"; name += i; wdg = FindWidget(name); if (!wdg) return; if (character == i && charactersFound != 0 ) wdg->SetBackground("radioon2"); else wdg->SetBackground("radiooff2"); } view->Show(); if ( charactersFound == 0 ) return; pawsButton* loginWidget = (pawsButton*)FindWidget("login"); csString name; name.Format("SelectCharacter%i", character); pawsWidget* box = FindWidget(name); if ( box ) selectedCharacter = box->GetID(); else selectedCharacter = 0; if(gotStrings) loginWidget->SetText( PawsManager::GetSingleton().Translate("Join") ); // If the button selected has an empty character then button will // be for creating a new character if ( selectedCharacter >= charactersFound ) { return; } else { // Show the model for the selected character. loaded = false; view->Show(); charApp->SetMesh(0); CheckLoadStatus(); } }
void pawsCharacterPickerWindow::SelectCharacter(int character, pawsWidget* widget) { if(!gotStrings) return; pawsWidget* wdg; // change 4 to 1 get char chetty for (int i = 0;i < 1; i++) { csString name; name = "ImgCharacter"; name += i; wdg = FindWidget(name); if (!wdg) return; if (character == i) wdg->SetBackground("radioon2"); else wdg->SetBackground("radiooff2"); } pawsButton* loginWidget = (pawsButton*)FindWidget("login"); selectedCharacter = widget->GetID(); loginWidget->SetText( PawsManager::GetSingleton().Translate("Join") ); // If the button selected has an empty character then button will // be for creating a new character if ( widget->GetID() >= charactersFound ) { SetupCharacterCreationScreens(); } else { // Show the model for the selected character. loaded = false; charApp->SetMesh(0); CheckLoadStatus(); } }
void pawsSummaryWindow::SetVerify( csArray<psCharVerificationMesg::Attribute> stats, csArray<psCharVerificationMesg::Attribute> skills ) { statsList->Clear(); skillsList->Clear(); for ( size_t x = 0; x < skills.GetSize(); x++ ) { if (skills[x].value) { pawsListBoxRow* row = skillsList->NewRow(); pawsTextBox* name = (pawsTextBox*)row->GetColumn(0); name->SetText( skills[x].name ); pawsTextBox* val = (pawsTextBox*)row->GetColumn(1); val->FormatText( "%d", skills[x].value ); } } for ( size_t x = 0; x < stats.GetSize(); x++ ) { if (stats[x].value) { pawsListBoxRow* row = statsList->NewRow(); pawsTextBox* name = (pawsTextBox*)row->GetColumn(0); name->SetText( stats[x].name ); pawsTextBox* val = (pawsTextBox*)row->GetColumn(1); val->FormatText( "%d", stats[x].value ); } } serverStatus->SetText(PawsManager::GetSingleton().Translate("Verification complete")); //load the model loaded = false; CheckLoadStatus(); }
bool pawsGMSpawnWindow::OnSelected(pawsWidget* widget) { pawsTreeNode* node = (pawsTreeNode*)widget; if(node->GetFirstChild() != NULL) return true; if(!modwindow) { modwindow = (pawsModsWindow*)PawsManager::GetSingleton().FindWidget("ModsWindow"); if(!modwindow) return true; } if(strcmp(node->GetParent()->GetName(),"TypesRoot")) { // If already selected, nothing to do. if(currentItem == node->GetName()) return true; Item item; for(size_t i = 0;i < items.GetSize();i++) { if(items.Get(i).name == node->GetName()) { item = items.Get(i); break; } } if ( !item.mesh ) { objView->Clear(); } else { factName = item.mesh; psengine->GetCelClient()->replaceRacialGroup(factName); loaded = false; CheckLoadStatus(); } // set stuff itemName->SetText(item.name); itemCount->SetText("1"); itemCount->Show(); itemQuality->SetText("0"); itemQuality->Show(); itemImage->Show(); itemImage->SetBackground(item.icon); if (!item.icon || (itemImage->GetBackground() != item.icon)) // if setting the background failed...hide it itemImage->Hide(); itemName->SetText(item.name); pawsWidget* spawnBtn = FindWidget("Spawn"); spawnBtn->Show(); cbLockable->SetState(false); cbLocked->SetState(false); cbPickupable->SetState(true); cbPickupableWeak->SetState(true); cbCollidable->SetState(false); cbUnpickable->SetState(false); cbTransient->SetState(true); cbSettingItem->SetState(false); cbNPCOwned->SetState(false); lockSkill->SetText("Lockpicking"); lockStr->SetText("5"); imagename->SetText(item.icon); factname->SetText(item.mesh); meshname->SetText(item.name); modname[psGMSpawnMods::ITEM_PREFIX]->SetText(""); modname[psGMSpawnMods::ITEM_SUFFIX]->SetText(""); modname[psGMSpawnMods::ITEM_ADJECTIVE]->SetText(""); mods[psGMSpawnMods::ITEM_PREFIX] = 0; mods[psGMSpawnMods::ITEM_SUFFIX] = 0; mods[psGMSpawnMods::ITEM_ADJECTIVE] = 0; cbLockable->Show(); cbLocked->Show(); cbPickupable->Show(); cbPickupableWeak->Show(); cbCollidable->Show(); cbUnpickable->Show(); cbTransient->Show(); cbSettingItem->Show(); cbNPCOwned->Show(); lockStr->Hide(); lockSkill->Hide(); imagename->Show(); meshname->Show(); factname->Show(); modname[psGMSpawnMods::ITEM_PREFIX]->Show(); modname[psGMSpawnMods::ITEM_SUFFIX]->Show(); modname[psGMSpawnMods::ITEM_ADJECTIVE]->Show(); //No devs can't use those flags. It's pointless hacking here as the server double checks if(psengine->GetCelClient()->GetMainPlayer()->GetType() < 30) { cbSettingItem->Hide(); cbNPCOwned->Hide(); } modwindow->Hide(); currentItem = item.name; return true; } modwindow->Hide(); currentItem.Clear(); psGMSpawnItems msg(widget->GetName()); msg.SendMessage(); return true; }