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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GUI_WINDOWS_SKILLDIALOG_H
#define GUI_WINDOWS_SKILLDIALOG_H
#include "gui/widgets/window.h"
#include "enums/simpletypes/autotarget.h"
#include "enums/simpletypes/modifiable.h"
#include "enums/resources/skillowner.h"
#include "enums/resources/skilltype.h"
#include "enums/resources/skill/casttype.h"
#include "listeners/actionlistener.h"
#include "utils/xml.h"
class Button;
class Label;
class SkillModel;
class Tab;
class TabbedArea;
struct SkillData;
struct SkillInfo;
/**
* The skill dialog.
*
* \ingroup Interface
*/
class SkillDialog final : public Window,
public ActionListener
{
public:
SkillDialog();
A_DELETE_COPY(SkillDialog)
~SkillDialog();
void postInit() override final;
/**
* Called when receiving actions from widget.
*/
void action(const ActionEvent &event) override final;
/**
* Update the given skill's display
*/
std::string update(const int id);
/**
* Update other parts of the display
*/
void update();
void updateModels();
void loadXmlFile(const std::string &fileName,
const SkipError skipError);
void clearSkills();
void hideSkills(const SkillOwner::Type owner);
void loadSkills();
bool updateSkill(const int id,
const int range,
const Modifiable modifiable,
const SkillType::SkillType type,
const int sp);
void addSkill(const SkillOwner::Type owner,
const int id,
const std::string &name,
const int level,
const int range,
const Modifiable modifiable,
const SkillType::SkillType type,
const int sp);
SkillInfo* getSkill(const int id) const A_WARN_UNUSED;
SkillInfo* getSkillByItem(const int itemId) const A_WARN_UNUSED;
void setSkillDuration(const SkillOwner::Type owner,
const int id,
const int duration);
bool hasSkills() const A_WARN_UNUSED
{ return !mSkills.empty(); }
void widgetResized(const Event &event) override final;
void useItem(const int itemId,
const AutoTarget autoTarget,
const int level,
const std::string &data) const;
void updateTabSelection();
void updateQuest(const int var, const int val);
void playUpdateEffect(const int id) const;
void playRemoveEffect(const int id) const;
void playCastingDstTileEffect(const int id,
const int level,
const int x,
const int y,
const int delay) const;
void slowLogic();
void removeSkill(const int id);
static void useSkill(const int skillId,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text);
static void useSkill(const SkillInfo *const info,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text);
SkillData *getSkillData(const int id) const;
SkillData *getSkillDataByLevel(const int id,
const int level) const;
void selectSkillLevel(const int skillId,
const int level);
void selectSkillCastType(const int skillId,
const CastTypeT type);
private:
void addSkillDuration(SkillInfo *const skill);
SkillInfo *loadSkill(XmlNodePtr node,
SkillModel *const model);
void loadSkillData(XmlNodePtr node,
SkillInfo *const skill);
typedef std::map<int, SkillInfo*> SkillMap;
SkillMap mSkills;
std::vector<SkillInfo*> mDurations;
TabbedArea *mTabs A_NONNULLPOINTER;
std::list<Tab*> mDeleteTabs;
Label *mPointsLabel A_NONNULLPOINTER;
Button *mUseButton A_NONNULLPOINTER;
Button *mIncreaseButton A_NONNULLPOINTER;
SkillModel *mDefaultModel;
};
extern SkillDialog *skillDialog;
#endif // GUI_WINDOWS_SKILLDIALOG_H
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