/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 .
*/
#include "gui/widgets/skillinfo.h"
#include "being/playerinfo.h"
#include "gui/widgets/skilldata.h"
#include "gui/models/skillmodel.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "debug.h"
SkillInfo::SkillInfo() :
skillLevel(),
skillEffect(),
useButton(),
errorText(),
dataMap(),
model(nullptr),
data(nullptr),
level(0),
skillLevelWidth(0),
id(0),
range(0),
sp(0),
duration(0),
durationTime(0),
cooldown(0),
castingSrcEffectId(-1),
castingDstEffectId(-1),
type(SkillType::Unknown),
owner(SkillOwner::Player),
modifiable(Modifiable_false),
visible(Visible_false),
alwaysVisible(Visible_false)
{
dataMap[0] = new SkillData();
data = dataMap[0];
}
SkillInfo::~SkillInfo()
{
FOR_EACH (SkillDataMapIter, it, dataMap)
delete (*it).second;
dataMap.clear();
}
void SkillInfo::update()
{
const int baseLevel = PlayerInfo::getSkillLevel(id);
if (modifiable == Modifiable_false && baseLevel == 0)
{
if (visible == Visible_true)
{
visible = Visible_false;
if (model)
model->updateVisibilities();
}
return;
}
const bool updateVisibility = (visible == Visible_false);
visible = Visible_true;
if (baseLevel == 0)
{
skillLevel.clear();
}
else
{
// TRANSLATORS: skill level
skillLevel = strprintf(_("Lvl: %d"), baseLevel);
}
// TRANSLATORS: skill type
const char *const typeStr = _("Type: %s");
switch (type)
{
case SkillType::Unknown:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Unknown"));
break;
case SkillType::Attack:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Attack"));
break;
case SkillType::Ground:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Ground"));
break;
case SkillType::Self:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Self"));
break;
case SkillType::Unused:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Unused"));
break;
case SkillType::Support:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Support"));
break;
case SkillType::TargetTrap:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Target trap"));
break;
default:
// TRANSLATORS: Skill type
skillEffect = strprintf(typeStr, _("Unknown:"));
skillEffect.append(" ").append(toString(static_cast(type)));
break;
}
if (sp)
skillEffect.append(strprintf(_(" / Mana: -%d"), sp));
if (range > 0)
{
if (!skillEffect.empty())
skillEffect.append(" / ");
skillEffect.append(strprintf(_("Range: %d"), range));
}
level = baseLevel;
skillLevelWidth = -1;
if (updateVisibility && model)
model->updateVisibilities();
data = getData(level);
if (!data)
data = dataMap[0];
}
void SkillInfo::addData(const int level1, SkillData *const data1)
{
dataMap[level1] = data1;
}
SkillData *SkillInfo::getData(const int level1) const
{
const SkillDataMapCIter it = dataMap.find(level1);
if (it == dataMap.end())
return nullptr;
return (*it).second;
}
SkillData *SkillInfo::getData1(const int lev) const
{
const SkillDataMapCIter it = dataMap.find(lev);
if (it == dataMap.end())
return (*dataMap.begin()).second;
return (*it).second;
}