/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2018 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/>.
*/
#include "gui/windows/skilldialog.h"
#include "configuration.h"
#include "effectmanager.h"
#include "spellmanager.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "const/resources/spriteaction.h"
#include "enums/resources/skill/skillsettype.h"
#include "gui/shortcut/itemshortcut.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/shortcutwindow.h"
#include "gui/widgets/button.h"
#include "gui/widgets/createwidget.h"
#include "gui/widgets/label.h"
#include "gui/widgets/scrollarea.h"
#include "gui/widgets/tabbedarea.h"
#include "gui/widgets/tabs/skilltab.h"
#include "gui/windows/textdialog.h"
#include "listeners/textskilllistener.h"
#include "net/playerhandler.h"
#include "net/skillhandler.h"
#include "utils/checkutils.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "utils/timer.h"
#include "resources/beingcommon.h"
#include "debug.h"
SkillDialog *skillDialog = nullptr;
namespace
{
TextSkillListener textSkillListener;
} // namespace
static SkillOwner::Type parseOwner(const std::string &str)
{
if (str == "player")
return SkillOwner::Player;
else if (str == "mercenary")
return SkillOwner::Mercenary;
else if (str == "homunculus")
return SkillOwner::Homunculus;
return SkillOwner::Player;
}
SkillDialog::SkillDialog() :
// TRANSLATORS: skills dialog name
Window(_("Skills"), Modal_false, nullptr, "skills.xml"),
ActionListener(),
mSkills(),
mDurations(),
mTabs(CREATEWIDGETR(TabbedArea, this)),
mDeleteTabs(),
mPointsLabel(new Label(this, "0")),
// TRANSLATORS: skills dialog button
mUseButton(new Button(this, _("Use"), "use", BUTTON_SKIN, this)),
// TRANSLATORS: skills dialog button
mIncreaseButton(new Button(this, _("Up"), "inc", BUTTON_SKIN, this)),
mDefaultModel(nullptr),
mDefaultTab(nullptr)
{
setWindowName("Skills");
setCloseButton(true);
setResizable(true);
setSaveVisible(true);
setStickyButtonLock(true);
setDefaultSize(windowContainer->getWidth() - 280, 30, 275, 425);
if (setupWindow != nullptr)
setupWindow->registerWindowForReset(this);
mUseButton->setEnabled(false);
mIncreaseButton->setEnabled(false);
mTabs->setSelectable(false);
mTabs->getTabContainer()->setSelectable(false);
mTabs->getWidgetContainer()->setSelectable(false);
place(0, 0, mTabs, 5, 5);
place(0, 5, mPointsLabel, 4, 1);
place(3, 5, mUseButton, 1, 1);
place(4, 5, mIncreaseButton, 1, 1);
}
void SkillDialog::postInit()
{
Window::postInit();
setLocationRelativeTo(getParent());
loadWindowState();
enableVisibleSound(true);
}
SkillDialog::~SkillDialog()
{
clearSkills();
}
void SkillDialog::addDefaultTab()
{
mDefaultModel = new SkillModel;
SkillListBox *const listbox = new SkillListBox(this,
mDefaultModel);
listbox->setActionEventId("sel");
listbox->addActionListener(this);
ScrollArea *const scroll = new ScrollArea(this,
listbox,
Opaque_false,
std::string());
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
// TRANSLATORS: unknown skills tab name
mDefaultTab = new SkillTab(this, _("Unknown"), listbox);
mDeleteTabs.push_back(mDefaultTab);
mDefaultTab->setVisible(Visible_false);
mTabs->addTab(mDefaultTab, scroll);
mTabs->adjustTabPositions();
mTabs->setSelectedTabDefault();
}
void SkillDialog::action(const ActionEvent &event)
{
const std::string &eventId = event.getId();
if (eventId == "inc")
{
if (playerHandler == nullptr)
return;
const SkillTab *const tab = static_cast<const SkillTab *>(
mTabs->getSelectedTab());
if (tab != nullptr)
{
if (const SkillInfo *const info = tab->getSelectedInfo())
playerHandler->increaseSkill(CAST_U16(info->id));
}
}
else if (eventId == "sel")
{
const SkillTab *const tab = static_cast<const SkillTab *>(
mTabs->getSelectedTab());
if (tab != nullptr)
{
if (const SkillInfo *const info = tab->getSelectedInfo())
{
mUseButton->setEnabled(info->isUsable());
mUseButton->setCaption(info->useButton);
mIncreaseButton->setEnabled(info->id < SKILL_VAR_MIN_ID);
const int num = itemShortcutWindow->getTabIndex();
if (num >= 0 && num < CAST_S32(SHORTCUT_TABS)
&& (itemShortcut[num] != nullptr))
{
itemShortcut[num]->setItemSelected(
info->id + SKILL_MIN_ID);
}
}
else
{
mUseButton->setEnabled(false);
mIncreaseButton->setEnabled(false);
// TRANSLATORS: skills dialog button
mUseButton->setCaption(_("Use"));
}
}
}
else if (eventId == "use")
{
const SkillTab *const tab = static_cast<const SkillTab *>(
mTabs->getSelectedTab());
if (tab != nullptr)
{
const SkillInfo *const info = tab->getSelectedInfo();
if (info == nullptr)
return;
useSkill(info,
fromBool(config.getBoolValue("skillAutotarget"), AutoTarget),
info->customSelectedLevel,
info->useTextParameter,
std::string(),
info->customCastType,
info->customOffsetX,
info->customOffsetY);
}
}
else if (eventId == "close")
{
setVisible(Visible_false);
}
}
std::string SkillDialog::update(const int id)
{
const SkillMap::const_iterator i = mSkills.find(id);
if (i != mSkills.end())
{
SkillInfo *const info = i->second;
if (info != nullptr)
{
info->update();
return info->data->name;
}
}
return std::string();
}
void SkillDialog::update()
{
// TRANSLATORS: skills dialog label
mPointsLabel->setCaption(strprintf(_("Skill points available: %d"),
PlayerInfo::getAttribute(Attributes::PLAYER_SKILL_POINTS)));
mPointsLabel->adjustSize();
ItemShortcut *const shortcuts = itemShortcut[SHORTCUT_AUTO_TAB];
shortcuts->clear();
size_t idx = 0;
FOR_EACH (SkillMap::const_iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if (info == nullptr)
continue;
if (info->modifiable == Modifiable_true)
info->update();
if (info->visible == Visible_false ||
idx >= SHORTCUT_ITEMS ||
!info->data->autoTab)
{
continue;
}
const SkillType::SkillType type = info->type;
if (type == SkillType::Attack ||
type == SkillType::Ground ||
type == SkillType::Self ||
type == SkillType::Support)
{
shortcuts->setItemFast(idx,
info->id + SKILL_MIN_ID,
fromInt(info->customSelectedLevel, ItemColor));
shortcuts->setItemData(idx,
info->toDataStr());
idx ++;
}
}
skillPopup->reset();
}
void SkillDialog::updateModels()
{
std::set<SkillModel*> models;
FOR_EACH (SkillMap::const_iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if (info != nullptr)
{
SkillModel *const model = info->model;
if (model != nullptr)
models.insert(model);
}
}
FOR_EACH (std::set<SkillModel*>::iterator, it, models)
{
SkillModel *const model = *it;
if (model != nullptr)
model->updateVisibilities();
}
}
void SkillDialog::updateModelsHidden()
{
std::set<SkillModel*> models;
FOR_EACH (SkillMap::const_iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if (info != nullptr)
{
if (info->visible == Visible_false)
{
SkillModel *const model = info->model;
if (model != nullptr)
models.insert(model);
}
}
}
FOR_EACH (std::set<SkillModel*>::iterator, it, models)
{
SkillModel *const model = *it;
if (model != nullptr)
model->updateVisibilities();
}
}
void SkillDialog::clearSkills()
{
mTabs->removeAll(true);
mDeleteTabs.clear();
mDefaultTab = nullptr;
mDefaultModel = nullptr;
delete_all(mSkills);
mSkills.clear();
mDurations.clear();
}
void SkillDialog::hideSkills(const SkillOwner::Type owner)
{
FOR_EACH (SkillMap::iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if ((info != nullptr) && info->owner == owner)
{
PlayerInfo::setSkillLevel(info->id, 0);
if (info->alwaysVisible == Visible_false)
info->visible = Visible_false;
}
}
}
void SkillDialog::loadSkills()
{
clearSkills();
loadXmlFile(paths.getStringValue("skillsFile"), SkipError_false);
if (mSkills.empty())
loadXmlFile(paths.getStringValue("skillsFile2"), SkipError_false);
loadXmlFile(paths.getStringValue("skillsPatchFile"), SkipError_true);
loadXmlDir("skillsPatchDir", loadXmlFile)
addDefaultTab();
update();
}
void SkillDialog::loadXmlFile(const std::string &fileName,
const SkipError skipError)
{
XML::Document doc(fileName,
UseVirtFs_true,
skipError);
XmlNodePtrConst root = doc.rootNode();
int setCount = 0;
if ((root == nullptr) || !xmlNameEqual(root, "skills"))
{
logger->log("Error loading skills: " + fileName);
return;
}
for_each_xml_child_node(set, root)
{
if (xmlNameEqual(set, "include"))
{
const std::string name = XML::getProperty(set, "name", "");
if (!name.empty())
loadXmlFile(name, skipError);
continue;
}
else if (xmlNameEqual(set, "set"))
{
setCount++;
const std::string setName = XML::getProperty(set, "name",
// TRANSLATORS: skills dialog default skill tab
strprintf(_("Skill Set %d"), setCount));
const std::string setTypeStr = XML::getProperty(set, "type", "");
SkillSetTypeT setType = SkillSetType::VerticalList;
if (setTypeStr.empty() ||
setTypeStr == "list" ||
setTypeStr == "vertical")
{
setType = SkillSetType::VerticalList;
}
else if (setTypeStr == "rectangle")
{
setType = SkillSetType::Rectangle;
}
bool alwaysVisible = false;
SkillModel *const model = new SkillModel;
SkillTab *tab = nullptr;
ScrollArea *scroll = nullptr;
switch (setType)
{
case SkillSetType::VerticalList:
{
// possible leak listbox, scroll
SkillListBox *const listbox = new SkillListBox(this,
model);
listbox->setActionEventId("sel");
listbox->addActionListener(this);
scroll = new ScrollArea(this,
listbox,
Opaque_false,
std::string());
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
tab = new SkillTab(this, setName, listbox);
break;
}
case SkillSetType::Rectangle:
{
SkillRectangleListBox *const listbox =
new SkillRectangleListBox(this,
model);
listbox->setActionEventId("sel");
listbox->addActionListener(this);
scroll = new ScrollArea(this,
listbox,
Opaque_false,
std::string());
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
tab = new SkillTab(this, setName, listbox);
break;
}
default:
reportAlways("Unsupported skillset type: %s",
setTypeStr.c_str())
return;
}
if (mDefaultModel == nullptr)
{
mDefaultModel = model;
mDefaultTab = tab;
}
mDeleteTabs.push_back(tab);
if (alwaysVisible == true)
tab->setVisible(Visible_true);
else
tab->setVisible(Visible_false);
mTabs->addTab(tab, scroll);
for_each_xml_child_node(node, set)
{
if (xmlNameEqual(node, "skill"))
{
SkillInfo *const skill = loadSkill(node, model);
if (skill == nullptr)
continue;
if (skill->alwaysVisible == Visible_true)
alwaysVisible = true;
skill->tab = tab;
for_each_xml_child_node(levelNode, node)
{
if (!xmlNameEqual(levelNode, "level"))
continue;
loadSkillData(node, skill);
}
}
}
model->updateVisibilities();
}
}
}
SkillInfo *SkillDialog::loadSkill(XmlNodeConstPtr node,
SkillModel *const model)
{
int id = XML::getIntProperty(node, "id", -1, -1, 1000000);
if (id == -1)
{
id = XML::getIntProperty(node, "var", -1, -1, 100000);
if (id == -1)
return nullptr;
id += SKILL_VAR_MIN_ID;
}
SkillInfo *skill = getSkill(id);
if (skill == nullptr)
{
std::string name = XML::langProperty(node, "name",
// TRANSLATORS: skills dialog. skill id
strprintf(_("Skill %d"), id));
skill = new SkillInfo;
skill->id = CAST_U32(id);
skill->modifiable = Modifiable_false;
skill->model = model;
skill->update();
skill->useButton = XML::getProperty(
// TRANSLATORS: skills dialog button
node, "useButton", _("Use"));
skill->owner = parseOwner(XML::getProperty(
node, "owner", "player"));
skill->errorText = XML::getProperty(
node, "errorText", name);
skill->alwaysVisible = fromBool(XML::getBoolProperty(
node, "alwaysVisible", false), Visible);
skill->castingAction = XML::getProperty(node,
"castingAction", SpriteAction::CAST);
skill->castingRideAction = XML::getProperty(node,
"castingRideAction", SpriteAction::CASTRIDE);
skill->castingSkyAction = XML::getProperty(node,
"castingSkyAction", SpriteAction::CASTSKY);
skill->castingWaterAction = XML::getProperty(node,
"castingWaterAction", SpriteAction::CASTWATER);
skill->useTextParameter = XML::getBoolProperty(
node, "useTextParameter", false);
skill->x = XML::getProperty(node,
"x", 0);
skill->y = XML::getProperty(node,
"y", 0);
skill->visible = skill->alwaysVisible;
model->addSkill(skill);
mSkills[id] = skill;
}
loadSkillData(node, skill);
return skill;
}
void SkillDialog::loadSkillData(XmlNodeConstPtr node,
SkillInfo *const skill)
{
if (skill == nullptr)
return;
const int level = (skill->alwaysVisible == Visible_true) ?
0 : XML::getProperty(node, "level", 0);
SkillData *data = skill->getData(level);
if (data == nullptr)
data = new SkillData;
const std::string name = XML::langProperty(node, "name",
// TRANSLATORS: skills dialog. skill id
strprintf(_("Skill %u"), skill->id));
data->name = name;
const std::string icon = XML::getProperty(node, "icon", "");
if (icon.empty())
{
data->setIcon(paths.getStringValue("missingSkillIcon"));
data->haveIcon = false;
}
else
{
data->setIcon(icon);
data->haveIcon = true;
}
if (skill->id < SKILL_VAR_MIN_ID)
{
data->dispName = strprintf("%s, %u",
name.c_str(),
skill->id);
}
else
{
data->dispName = strprintf("%s, (%u)",
name.c_str(),
skill->id - SKILL_VAR_MIN_ID);
}
data->shortName = XML::langProperty(node,
"shortName", name.substr(0, 3));
data->description = XML::langProperty(
node, "description", "");
MissileInfo &missile = data->missile;
missile.particle = XML::getProperty(
node, "missile-particle", "");
missile.z = XML::getFloatProperty(
node, "missile-z", 32.0F);
missile.lifeTime = XML::getProperty(
node, "missile-lifetime", 500);
missile.speed = XML::getFloatProperty(
node, "missile-speed", 7.0F);
missile.dieDistance = XML::getFloatProperty(
node, "missile-diedistance", 8.0F);
MissileInfo &castingMissile = data->castingMissile;
castingMissile.particle = XML::getProperty(
node, "castingMissile-particle", "");
castingMissile.z = XML::getFloatProperty(
node, "castingMissile-z", 32.0F);
castingMissile.lifeTime = XML::getProperty(
node, "castingMissile-lifetime", 500);
castingMissile.speed = XML::getFloatProperty(
node, "castingMissile-speed", 7.0F);
castingMissile.dieDistance = XML::getFloatProperty(
node, "castingMissile-diedistance", 8.0F);
data->castingAnimation = XML::getProperty(
node,
"castingAnimation",
paths.getStringValue("skillCastingAnimation"));
data->soundHit.sound = XML::getProperty(
node, "soundHit", "");
data->soundHit.delay = XML::getProperty(
node, "soundHitDelay", 0);
data->soundMiss.sound = XML::getProperty(
node, "soundMiss", "");
data->soundMiss.delay = XML::getProperty(
node, "soundMissDelay", 0);
data->invokeCmd = XML::getProperty(
node, "invokeCmd", "");
data->updateEffectId = XML::getProperty(
node, "levelUpEffectId", -1);
data->removeEffectId = XML::getProperty(
node, "removeEffectId", -1);
data->hitEffectId = XML::getProperty(
node, "hitEffectId", -1);
data->missEffectId = XML::getProperty(
node, "missEffectId", -1);
data->castingSrcEffectId = XML::getProperty(
node, "castingSrcEffectId", -1);
data->castingDstEffectId = XML::getProperty(
node, "castingDstEffectId", -1);
data->srcEffectId = XML::getProperty(
node, "srcEffectId", -1);
data->dstEffectId = XML::getProperty(
node, "dstEffectId", -1);
data->castingGroundEffectId = XML::getProperty(
node, "castingGroundEffectId", -1);
data->autoTab = XML::getBoolProperty(
node, "autoTab", true);
skill->addData(level, data);
}
void SkillDialog::removeSkill(const int id)
{
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
SkillInfo *const info = it->second;
if (info != nullptr)
{
info->level = 0;
info->update();
PlayerInfo::setSkillLevel(id, 0);
if (info->alwaysVisible == Visible_false)
info->visible = Visible_false;
}
}
}
bool SkillDialog::updateSkill(const int id,
const int range,
const Modifiable modifiable,
const SkillType::SkillType type,
const int sp)
{
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
SkillInfo *const info = it->second;
if (info != nullptr)
{
info->modifiable = modifiable;
info->range = range;
info->type = type;
info->sp = sp;
info->update();
if (info->tab != nullptr)
{
info->tab->setVisible(Visible_true);
mTabs->adjustTabPositions();
mTabs->setSelectedTabDefault();
}
}
return true;
}
return false;
}
std::string SkillDialog::getDefaultSkillIcon(const SkillType::SkillType type)
{
std::string icon;
switch (type)
{
case SkillType::Attack:
icon = paths.getStringValue("attackSkillIcon");
break;
case SkillType::Ground:
icon = paths.getStringValue("groundSkillIcon");
break;
case SkillType::Self:
icon = paths.getStringValue("selfSkillIcon");
break;
case SkillType::Unused:
icon = paths.getStringValue("unusedSkillIcon");
break;
case SkillType::Support:
icon = paths.getStringValue("supportSkillIcon");
break;
case SkillType::TargetTrap:
icon = paths.getStringValue("trapSkillIcon");
break;
case SkillType::Unknown:
icon = paths.getStringValue("unknownSkillIcon");
break;
default:
break;
}
return icon;
}
void SkillDialog::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)
{
if (mDefaultModel != nullptr)
{
SkillInfo *const skill = new SkillInfo;
skill->id = CAST_U32(id);
skill->type = type;
skill->owner = owner;
SkillData *const data = skill->data;
if (name.empty())
{
data->name = "Unknown skill Id: " + toString(id);
data->dispName = data->name;
}
else
{
data->name = name;
data->dispName = strprintf("%s, %u", name.c_str(), skill->id);
}
data->description.clear();
const std::string icon = getDefaultSkillIcon(type);
if (icon.empty())
{
data->setIcon(paths.getStringValue("missingSkillIcon"));
data->haveIcon = false;
}
else
{
data->setIcon(icon);
data->haveIcon = true;
}
data->autoTab = settings.unknownSkillsAutoTab;
data->shortName = toString(skill->id);
skill->modifiable = modifiable;
skill->visible = Visible_false;
skill->alwaysVisible = Visible_false;
skill->model = mDefaultModel;
skill->level = level;
// TRANSLATORS: skills dialog. skill level
skill->skillLevel = strprintf(_("Lvl: %d"), level);
skill->range = range;
skill->sp = sp;
skill->update();
// TRANSLATORS: skills dialog button
skill->useButton = _("Use");
// TRANSLATORS: skill error message
skill->errorText = strprintf(_("Failed skill: %s"), name.c_str());
skill->tab = mDefaultTab;
mDefaultModel->addSkill(skill);
mDefaultTab->setVisible(Visible_true);
mTabs->adjustTabPositions();
mTabs->setSelectedTabDefault();
mSkills[id] = skill;
mDefaultModel->updateVisibilities();
}
}
SkillInfo* SkillDialog::getSkill(const int id) const
{
SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
return (*it).second;
return nullptr;
}
SkillInfo* SkillDialog::getSkillByItem(const int itemId) const
{
SkillMap::const_iterator it = mSkills.find(itemId - SKILL_MIN_ID);
if (it != mSkills.end())
return (*it).second;
return nullptr;
}
void SkillDialog::setSkillDuration(const SkillOwner::Type owner,
const int id,
const int duration)
{
SkillMap::const_iterator it = mSkills.find(id);
SkillInfo *info = nullptr;
if (it == mSkills.end())
{
addSkill(owner, id, "", 0, 0, Modifiable_false, SkillType::Unknown, 0);
it = mSkills.find(id);
}
if (it != mSkills.end())
{
info = (*it).second;
}
if (info != nullptr)
{
info->duration = duration;
info->durationTime = tick_time;
addSkillDuration(info);
}
}
void SkillDialog::widgetResized(const Event &event)
{
Window::widgetResized(event);
if (mTabs != nullptr)
mTabs->adjustSize();
}
void SkillDialog::useItem(const int itemId,
const AutoTarget autoTarget,
const int level,
const std::string &data) const
{
const std::map<int, SkillInfo*>::const_iterator
it = mSkills.find(itemId - SKILL_MIN_ID);
if (it == mSkills.end())
return;
const SkillInfo *const info = (*it).second;
CastTypeT castType = CastType::Default;
int offsetX = 0;
int offsetY = 0;
if (!data.empty())
{
STD_VECTOR<int> vect;
splitToIntVector(vect, data, ' ');
const size_t sz = vect.size();
if (sz > 0)
castType = static_cast<CastTypeT>(vect[0]);
if (sz > 2)
{
offsetX = vect[1];
offsetY = vect[2];
}
}
useSkill(info,
autoTarget,
level,
false,
std::string(),
castType,
offsetX,
offsetY);
}
void SkillDialog::updateTabSelection()
{
const SkillTab *const tab = static_cast<SkillTab*>(
mTabs->getSelectedTab());
if (tab != nullptr)
{
if (const SkillInfo *const info = tab->getSelectedInfo())
{
mUseButton->setEnabled(info->range > 0);
mIncreaseButton->setEnabled(info->id < SKILL_VAR_MIN_ID);
mUseButton->setCaption(info->useButton);
}
else
{
mUseButton->setEnabled(false);
// TRANSLATORS: inventory button
mUseButton->setCaption(_("Use"));
}
}
}
void SkillDialog::updateQuest(const int var,
const int val1,
const int val2 A_UNUSED,
const int val3 A_UNUSED,
const int time1 A_UNUSED)
{
const int id = var + SKILL_VAR_MIN_ID;
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
SkillInfo *const info = it->second;
if (info != nullptr)
{
PlayerInfo::setSkillLevel(id, val1);
info->level = val1;
info->update();
}
}
}
SkillData *SkillDialog::getSkillData(const int id) const
{
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
SkillInfo *const info = it->second;
if (info != nullptr)
return info->data;
}
return nullptr;
}
SkillData *SkillDialog::getSkillDataByLevel(const int id,
const int level) const
{
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
SkillInfo *const info = it->second;
if (info != nullptr)
return info->getData1(level);
}
return nullptr;
}
void SkillDialog::playUpdateEffect(const int id) const
{
if (effectManager == nullptr)
return;
const SkillData *const data = getSkillData(id);
if (data == nullptr)
return;
effectManager->triggerDefault(data->updateEffectId,
localPlayer,
paths.getIntValue("skillLevelUpEffectId"));
}
void SkillDialog::playRemoveEffect(const int id) const
{
if (effectManager == nullptr)
return;
const SkillData *const data = getSkillData(id);
if (data == nullptr)
return;
effectManager->triggerDefault(data->removeEffectId,
localPlayer,
paths.getIntValue("skillRemoveEffectId"));
}
void SkillDialog::playCastingDstTileEffect(const int id,
const int level,
const int x,
const int y,
const int delay) const
{
if (effectManager == nullptr)
return;
SkillData *const data = getSkillDataByLevel(id, level);
if (data == nullptr)
return;
effectManager->triggerDefault(data->castingGroundEffectId,
x * 32,
y * 32,
cur_time + delay / 1000, // end time in seconds
paths.getIntValue("skillCastingGroundEffectId"));
}
void SkillDialog::useSkill(const int skillId,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text,
CastTypeT castType,
const int offsetX,
const int offsetY)
{
SkillInfo *const info = skillDialog->getSkill(skillId);
if (info == nullptr)
return;
if (castType == CastType::Default)
castType = info->customCastType;
useSkill(info,
autoTarget,
level,
withText,
text,
castType,
offsetX,
offsetY);
}
void SkillDialog::useSkill(const SkillInfo *const info,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text,
const CastTypeT castType,
const int offsetX,
const int offsetY)
{
if ((info == nullptr) || (localPlayer == nullptr))
return;
if (level == 0)
level = info->level;
const SkillData *data = info->getData1(level);
if (data != nullptr)
{
const std::string cmd = data->invokeCmd;
if (!cmd.empty())
SpellManager::invokeCommand(cmd, localPlayer->getTarget());
}
switch (castType)
{
default:
case CastType::Default:
useSkillDefault(info,
autoTarget,
level,
withText,
text,
offsetX,
offsetY);
break;
case CastType::Target:
{
const Being *const being = localPlayer->getTarget();
useSkillTarget(info,
autoTarget,
level,
withText,
text,
being,
offsetX,
offsetY);
break;
}
case CastType::Position:
{
int x = 0;
int y = 0;
viewport->getMouseTile(x, y);
useSkillPosition(info,
level,
withText,
text,
x,
y,
offsetX,
offsetY);
break;
}
case CastType::Self:
// +++ probably need call useSkillSelf
useSkillTarget(info,
autoTarget,
level,
withText,
text,
localPlayer,
offsetX,
offsetY);
break;
}
}
void SkillDialog::useSkillTarget(const SkillInfo *const info,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text,
const Being *being,
int offsetX,
int offsetY)
{
SkillType::SkillType type = info->type;
if ((type & SkillType::Attack) != 0)
{
if ((being == nullptr) && autoTarget == AutoTarget_true)
{
if (localPlayer != nullptr)
{
being = localPlayer->setNewTarget(ActorType::Monster,
AllowSort_true);
}
}
if (being != nullptr)
{
skillHandler->useBeing(info->id,
level,
being->getId());
}
}
else if ((type & SkillType::Support) != 0)
{
if (being == nullptr)
being = localPlayer;
if (being != nullptr)
{
skillHandler->useBeing(info->id,
level,
being->getId());
}
}
else if ((type & SkillType::Self) != 0)
{
skillHandler->useBeing(info->id,
level,
localPlayer->getId());
}
else if ((type & SkillType::Ground) != 0)
{
if (being == nullptr)
return;
being->fixDirectionOffsets(offsetX, offsetY);
const int x = being->getTileX() + offsetX;
const int y = being->getTileY() + offsetY;
if (info->useTextParameter)
{
if (withText)
{
skillHandler->usePos(info->id,
level,
x, y,
text);
}
else
{
const SkillData *data = info->getData1(level);
textSkillListener.setSkill(info->id,
x,
y,
level);
TextDialog *const dialog = CREATEWIDGETR(TextDialog,
// TRANSLATORS: text skill dialog header
strprintf(_("Add text to skill %s"),
data->name.c_str()),
// TRANSLATORS: text skill dialog field
_("Text: "),
nullptr,
false);
dialog->setModal(Modal_true);
textSkillListener.setDialog(dialog);
dialog->setActionEventId("ok");
dialog->addActionListener(&textSkillListener);
}
}
else
{
skillHandler->usePos(info->id,
level,
x, y);
}
}
else if ((type & SkillType::TargetTrap) != 0)
{
// for now unused
}
else if (type == SkillType::Unknown ||
type == SkillType::Unused)
{
// unknown / unused
}
else
{
reportAlways("Unsupported skill type: %d", type)
}
}
void SkillDialog::useSkillPosition(const SkillInfo *const info,
int level,
const bool withText,
const std::string &text,
const int x,
const int y,
int offsetX,
int offsetY)
{
SkillType::SkillType type = info->type;
if ((type & SkillType::Ground) != 0)
{
localPlayer->fixDirectionOffsets(offsetX, offsetY);
if (info->useTextParameter)
{
if (withText)
{
skillHandler->usePos(info->id,
level,
x + offsetX,
y + offsetY,
text);
}
else
{
const SkillData *data = info->getData1(level);
textSkillListener.setSkill(info->id,
x + offsetX,
y + offsetY,
level);
TextDialog *const dialog = CREATEWIDGETR(TextDialog,
// TRANSLATORS: text skill dialog header
strprintf(_("Add text to skill %s"),
data->name.c_str()),
// TRANSLATORS: text skill dialog field
_("Text: "),
nullptr,
false);
dialog->setModal(Modal_true);
textSkillListener.setDialog(dialog);
dialog->setActionEventId("ok");
dialog->addActionListener(&textSkillListener);
}
}
else
{
skillHandler->usePos(info->id,
level,
x + offsetX,
y + offsetY);
}
}
else if ((type & SkillType::Support) != 0)
{
// wrong type
skillHandler->useBeing(info->id,
level,
localPlayer->getId());
}
else if ((type & SkillType::Self) != 0)
{
skillHandler->useBeing(info->id,
level,
localPlayer->getId());
}
else if ((type & SkillType::Attack) != 0)
{
// do nothing
// +++ probably need select some target on x,y position?
}
else if ((type & SkillType::TargetTrap) != 0)
{
// for now unused
}
else if (type == SkillType::Unknown ||
type == SkillType::Unused)
{
// unknown / unused
}
else
{
reportAlways("Unsupported skill type: %d", type)
}
}
void SkillDialog::useSkillDefault(const SkillInfo *const info,
const AutoTarget autoTarget,
int level,
const bool withText,
const std::string &text,
int offsetX,
int offsetY)
{
SkillType::SkillType type = info->type;
if ((type & SkillType::Attack) != 0)
{
const Being *being = localPlayer->getTarget();
if ((being == nullptr) && autoTarget == AutoTarget_true)
{
being = localPlayer->setNewTarget(ActorType::Monster,
AllowSort_true);
}
if (being != nullptr)
{
skillHandler->useBeing(info->id,
level,
being->getId());
}
}
else if ((type & SkillType::Support) != 0)
{
const Being *being = localPlayer->getTarget();
if (being == nullptr)
being = localPlayer;
if (being != nullptr)
{
skillHandler->useBeing(info->id,
level,
being->getId());
}
}
else if ((type & SkillType::Self) != 0)
{
skillHandler->useBeing(info->id,
level,
localPlayer->getId());
}
else if ((type & SkillType::Ground) != 0)
{
int x = 0;
int y = 0;
viewport->getMouseTile(x, y);
localPlayer->fixDirectionOffsets(offsetX, offsetY);
x += offsetX;
y += offsetY;
if (info->useTextParameter)
{
if (withText)
{
skillHandler->usePos(info->id,
level,
x, y,
text);
}
else
{
const SkillData *data = info->getData1(level);
textSkillListener.setSkill(info->id,
x,
y,
level);
TextDialog *const dialog = CREATEWIDGETR(TextDialog,
// TRANSLATORS: text skill dialog header
strprintf(_("Add text to skill %s"),
data->name.c_str()),
// TRANSLATORS: text skill dialog field
_("Text: "),
nullptr,
false);
dialog->setModal(Modal_true);
textSkillListener.setDialog(dialog);
dialog->setActionEventId("ok");
dialog->addActionListener(&textSkillListener);
}
}
else
{
skillHandler->usePos(info->id,
level,
x, y);
}
}
else if ((type & SkillType::TargetTrap) != 0)
{
// for now unused
}
else if (type == SkillType::Unknown ||
type == SkillType::Unused)
{
// unknown / unused
}
else
{
reportAlways("Unsupported skill type: %d", type)
}
}
void SkillDialog::addSkillDuration(SkillInfo *const skill)
{
if (skill == nullptr)
return;
FOR_EACH (STD_VECTOR<SkillInfo*>::const_iterator, it, mDurations)
{
if ((*it)->id == skill->id)
return;
}
mDurations.push_back(skill);
}
void SkillDialog::slowLogic()
{
FOR_EACH_SAFE (STD_VECTOR<SkillInfo*>::iterator, it, mDurations)
{
SkillInfo *const skill = *it;
if (skill != nullptr)
{
const int time = get_elapsed_time(skill->durationTime);
if (time >= skill->duration)
{
it = mDurations.erase(it);
skill->cooldown = 0;
skill->duration = 0;
skill->durationTime = 0;
if (it == mDurations.end())
return;
if (it != mDurations.begin())
-- it;
}
else if (time != 0)
{
skill->cooldown = skill->duration * 100 / time;
}
}
}
}
void SkillDialog::selectSkillLevel(const int skillId,
const int level)
{
SkillInfo *const info = getSkill(skillId);
if (info == nullptr)
return;
if (level > info->level)
info->customSelectedLevel = info->level;
else
info->customSelectedLevel = level;
info->update();
}
void SkillDialog::selectSkillCastType(const int skillId,
const CastTypeT type)
{
SkillInfo *const info = getSkill(skillId);
if (info == nullptr)
return;
info->customCastType = type;
info->update();
}
void SkillDialog::setSkillOffsetX(const int skillId,
const int offset)
{
SkillInfo *const info = getSkill(skillId);
if (info == nullptr)
return;
info->customOffsetX = offset;
info->update();
}
void SkillDialog::setSkillOffsetY(const int skillId,
const int offset)
{
SkillInfo *const info = getSkill(skillId);
if (info == nullptr)
return;
info->customOffsetY = offset;
info->update();
}