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Fixes for QuestUtil usage in Classic

tags/2.3.3
SabinDeus vor 2 Jahren
Ursprung
Commit
14d9f35361
1 geänderte Dateien mit 27 neuen und 37 gelöschten Zeilen
  1. 27
    37
      TurnIn.lua

+ 27
- 37
TurnIn.lua Datei anzeigen

@@ -202,6 +202,7 @@ function TI_LoadEvents()
end

function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1;
TI_availnumber = 1;
TI_specnum = 0;
@@ -318,7 +319,7 @@ function TI_OnEvent(self, event, ...)
TI_LoadEvents();
end
end
if(TI_status.state and not IsShiftKeyDown()) then
if(TI_status.state and not IsShiftKeyDown()) then
if(event == "QUEST_GREETING") then
TI_debug("Quest Greeting");
TI_lastquestframe = "greeting";
@@ -420,6 +421,7 @@ function TI_CompleteQuest()
TI_ResetPointers();
else
TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick();
end
end
@@ -526,6 +528,7 @@ function TI_HandleGossipWindow(gorq)
end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_debug("Out of available/active quests, giving up ");
TI_ResetPointers();
return;
end
@@ -585,7 +588,6 @@ function TI_HandleGossipWindow(gorq)
if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then
SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber);
TI_ResetPointers();
return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
while TI_activenumber <= #ActiveQuests do
@@ -729,58 +731,46 @@ function TI_TabulateGossipUIInfo_Retail(guis)
return x;
end

function TI_TabulateGossipAvailableQuests_Classic(...)
function TI_TabulateGossipAvailableQuests_Classic(gquis)
local x = {};
local idx = 1;

for i=1, select("#", ...), 7 do
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = select(i, ...);

local isTrivial = select(i+2, ...);
local isDaily = select(i+3, ...);
local isRepeatable = select(i+4, ...);
local isLegendary = select(i+5, ...);
local isIgnored = select(i+6, ...);
if ( isDaily ) then
temp.name = gqui.title;

if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( isRepeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyActiveQuestIcon";
elseif ( isLegendary ) then
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = idx;
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;

table.insert(x, temp);
idx = idx + 1;
end
return x;
end

function TI_TabulateGossipActiveQuests_Classic(...)
function TI_TabulateGossipActiveQuests_Classic(gquis)
local x = {};
local idx = 1;

for i=1, select("#", ...), 6 do
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = select(i, ...);

local isComplete = select(i+3, ...);
temp.isComplete = isComplete;
local isLegendary = select(i+4, ...);
if(isComplete) then
if(isLegendary) then
temp.icon = "Interface\\GossipFrame\\ActiveLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\ActiveQuestIcon";
end
temp.name = gqui.title;

if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\IncompleteQuestIcon";
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = idx;
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;

table.insert(x, temp);
idx = idx + 1;
end
return x;
end
@@ -813,8 +803,8 @@ else
getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions,
tabulateAvailable = TI_TabulateGossipQuestUIInfo_Retail,
tabulateActive = TI_TabulateGossipQuestUIInfo_Retail,
tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic,
tabulateActive = TI_TabulateGossipActiveQuests_Classic,
tabulateOptions = TI_TabulateGossipUIInfo_Retail,
},
q = {

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