From c14af75fab3ddb45886a358e5056c2b0baee91e1 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Mon, 4 Jul 2016 20:04:05 +0300 Subject: Use skill type as bit mask with skill types. It rare but still possible. --- src/gui/windows/skilldialog.cpp | 144 ++++++++++++++++++++-------------------- 1 file changed, 72 insertions(+), 72 deletions(-) (limited to 'src/gui/windows/skilldialog.cpp') diff --git a/src/gui/windows/skilldialog.cpp b/src/gui/windows/skilldialog.cpp index b61afb70f..0610e7f94 100644 --- a/src/gui/windows/skilldialog.cpp +++ b/src/gui/windows/skilldialog.cpp @@ -51,6 +51,7 @@ #include "net/playerhandler.h" #include "net/skillhandler.h" +#include "utils/checkutils.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "utils/timer.h" @@ -748,92 +749,91 @@ void SkillDialog::useSkill(const SkillInfo *const info, if (!cmd.empty()) SpellManager::invokeCommand(cmd, localPlayer->getTarget()); } - switch (info->type) + SkillType::SkillType type = info->type; + if ((type & SkillType::Attack) != 0) { - case SkillType::Attack: + const Being *being = localPlayer->getTarget(); + if (!being && autoTarget == AutoTarget_true) { - const Being *being = localPlayer->getTarget(); - if (!being && autoTarget == AutoTarget_true) - { - being = localPlayer->setNewTarget(ActorType::Monster, - AllowSort_true); - } - if (being) - { - skillHandler->useBeing(info->id, - level, - being->getId()); - } - break; + being = localPlayer->setNewTarget(ActorType::Monster, + AllowSort_true); } - case SkillType::Support: + if (being) { - const Being *being = localPlayer->getTarget(); - if (!being) - being = localPlayer; - if (being) - { - skillHandler->useBeing(info->id, - level, - being->getId()); - } - break; + skillHandler->useBeing(info->id, + level, + being->getId()); } - case SkillType::Self: + } + else if ((type & SkillType::Support) != 0) + { + const Being *being = localPlayer->getTarget(); + if (!being) + being = localPlayer; + if (being) + { skillHandler->useBeing(info->id, level, - localPlayer->getId()); - break; - - case SkillType::Ground: + 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); + if (info->useTextParameter) { - int x = 0; - int y = 0; - viewport->getMouseTile(x, y); - if (info->useTextParameter) + if (withText) { - if (withText) - { - skillHandler->usePos(info->id, - level, - x, y, - text); - } - else - { - 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: ")); - dialog->setModal(Modal_true); - textSkillListener.setDialog(dialog); - dialog->setActionEventId("ok"); - dialog->addActionListener(&textSkillListener); - } + skillHandler->usePos(info->id, + level, + x, y, + text); } else { - skillHandler->usePos(info->id, - level, - x, y); + 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: ")); + dialog->setModal(Modal_true); + textSkillListener.setDialog(dialog); + dialog->setActionEventId("ok"); + dialog->addActionListener(&textSkillListener); } - break; } - - case SkillType::TargetTrap: - // for now unused - break; - - case SkillType::Unknown: - case SkillType::Unused: - default: - break; + 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); } } -- cgit v1.2.3-60-g2f50