/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2017 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/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", this)), // TRANSLATORS: skills dialog button mIncreaseButton(new Button(this, _("Up"), "inc", 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); place(3, 5, mUseButton); place(4, 5, mIncreaseButton); } 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( 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( 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( 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 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::iterator, it, models) { SkillModel *const model = *it; if (model != nullptr) model->updateVisibilities(); } } void SkillDialog::clearSkills() { mTabs->removeAll(); 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::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 vect; splitToIntVector(vect, data, ' '); const size_t sz = vect.size(); if (sz > 0) castType = static_cast(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( 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::const_iterator, it, mDurations) { if ((*it)->id == skill->id) return; } mDurations.push_back(skill); } void SkillDialog::slowLogic() { FOR_EACH_SAFE (STD_VECTOR::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(); }