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-rw-r--r--src/gui/skilldialog.cpp263
1 files changed, 263 insertions, 0 deletions
diff --git a/src/gui/skilldialog.cpp b/src/gui/skilldialog.cpp
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+/*
+ * The Mana World
+ * Copyright 2004 The Mana World Development Team
+ *
+ * This file is part of The Mana World.
+ *
+ * The Mana World 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.
+ *
+ * The Mana World 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 The Mana World; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include <guichan/widgets/label.hpp>
+#include <guichan/widgets/container.hpp>
+#include <guichan/widgets/icon.hpp>
+
+#include "skilldialog.h"
+
+#include "icon.h"
+#include "button.h"
+#include "listbox.h"
+#include "scrollarea.h"
+#include "windowcontainer.h"
+#include "progressbar.h"
+
+#include "widgets/tabbedarea.h"
+
+#include "../localplayer.h"
+
+#include "../utils/dtor.h"
+#include "../utils/gettext.h"
+#include "../utils/stringutils.h"
+
+SkillDialog::SkillDialog():
+ Window(_("Skills"))
+{
+ setWindowName("Skills");
+ setCloseButton(true);
+ setDefaultSize(windowContainer->getWidth() - 280, 30, 275, 425);
+
+ TabbedArea *panel = new TabbedArea();
+ panel->setDimension(gcn::Rectangle(5, 5, 270, 420));
+
+ Skill_Tab* tab;
+
+ // Add each type of skill tab to the panel
+ tab = new Skill_Tab("Weapon");
+ panel->addTab(_("Weapons"), tab);
+ mTabs.push_back(tab);
+
+ tab = new Skill_Tab("Magic");
+ panel->addTab(_("Magic"), tab);
+ mTabs.push_back(tab);
+
+ tab = new Skill_Tab("Craft");
+ panel->addTab(_("Crafts"), tab);
+ mTabs.push_back(tab);
+
+ add(panel);
+
+ update();
+
+ setLocationRelativeTo(getParent());
+ loadWindowState();
+}
+
+SkillDialog::~SkillDialog()
+{
+ delete_all(mTabs);
+}
+
+void SkillDialog::action(const gcn::ActionEvent &event)
+{
+ if (event.getId() == "skill")
+ {
+ }
+ else if (event.getId() == "close")
+ {
+ setVisible(false);
+ }
+}
+
+void SkillDialog::draw(gcn::Graphics *g)
+{
+ update();
+
+ Window::draw(g);
+}
+
+void SkillDialog::update()
+{
+ for(std::list<Skill_Tab*>::const_iterator i = mTabs.begin();
+ i != mTabs.end(); ++i)
+ {
+ (*i)->update();
+ }
+}
+
+Skill_Tab::Skill_Tab(const std::string &type): type(type)
+{
+ setOpaque(false);
+ setDimension(gcn::Rectangle(0, 0, 270, 420));
+ int skillNum = getSkillNum();
+
+ mSkillIcons.resize(skillNum);
+ mSkillNameLabels.resize(skillNum);
+ mSkillLevelLabels.resize(skillNum);
+ mSkillExpLabels.resize(skillNum);
+ mSkillProgress.resize(skillNum);
+
+ // Set the initial positions of the skill information
+ for (int a=0; a < skillNum; a++)
+ {
+ mSkillIcons.at(a) = getIcon(a);
+ mSkillIcons.at(a)->setPosition(1, a*32);
+ add(mSkillIcons.at(a));
+
+ mSkillNameLabels.at(a) = new gcn::Label("");
+ mSkillNameLabels.at(a)->setPosition(35, a*32 );
+ add(mSkillNameLabels.at(a));
+
+ mSkillProgress.at(a) = new ProgressBar(0.0f, 200, 20, 150, 150, 150);
+ mSkillProgress.at(a)->setPosition(35, a*32 + 13);
+ add(mSkillProgress.at(a));
+
+ mSkillExpLabels.at(a) = new gcn::Label("");
+ mSkillExpLabels.at(a)->setPosition(45, a*32 + 16);
+ add(mSkillExpLabels.at(a));
+
+ mSkillLevelLabels.at(a) = new gcn::Label("");
+ mSkillLevelLabels.at(a)->setPosition(165, a*32);
+ add(mSkillLevelLabels.at(a));
+ }
+
+ update();
+
+}
+
+int Skill_Tab::getSkillNum()
+{
+ int skillNum = 0;
+
+ if (type == "Weapon")
+ {
+ skillNum = CHAR_SKILL_WEAPON_NB;
+ return skillNum;
+ }
+ else if (type == "Magic")
+ {
+ skillNum = CHAR_SKILL_MAGIC_NB;
+ return skillNum;
+ }
+ else if (type == "Craft")
+ {
+ skillNum = CHAR_SKILL_CRAFT_NB;
+ return skillNum;
+ }
+ else return skillNum;
+}
+
+int Skill_Tab::getSkillBegin()
+{
+ int skillBegin = 0;
+
+ if (type == "Weapon")
+ {
+ skillBegin = CHAR_SKILL_WEAPON_BEGIN - CHAR_SKILL_BEGIN;
+ return skillBegin;
+ }
+ else if (type == "Magic")
+ {
+ skillBegin = CHAR_SKILL_MAGIC_BEGIN - CHAR_SKILL_BEGIN;
+ return skillBegin;
+ }
+ else if (type == "Craft")
+ {
+ skillBegin = CHAR_SKILL_CRAFT_BEGIN - CHAR_SKILL_BEGIN;
+ return skillBegin;
+ }
+ else return skillBegin;
+}
+
+Icon* Skill_Tab::getIcon(int index)
+{
+ int skillBegin = getSkillBegin();
+ std::string icon = LocalPlayer::getSkillInfo(index + skillBegin).icon;
+ return new Icon(icon);
+}
+
+void Skill_Tab::updateSkill(int index)
+{
+ int skillBegin = getSkillBegin();
+
+ int baseLevel = player_node->getAttributeBase(index +
+ skillBegin +
+ CHAR_SKILL_BEGIN);
+
+ int effLevel = player_node->getAttributeEffective(index +
+ skillBegin +
+ CHAR_SKILL_BEGIN);
+ if(baseLevel <= 0)
+ {
+ mSkillProgress.at(index)->setVisible(false);
+ mSkillExpLabels.at(index)->setVisible(false);
+ mSkillLevelLabels.at(index)->setVisible(false);
+ mSkillNameLabels.at(index)->setVisible(false);
+ mSkillIcons.at(index)->setVisible(false);
+ }
+ else
+ {
+ mSkillProgress.at(index)->setVisible(true);
+ mSkillExpLabels.at(index)->setVisible(true);
+ mSkillLevelLabels.at(index)->setVisible(true);
+ mSkillNameLabels.at(index)->setVisible(true);
+ mSkillIcons.at(index)->setVisible(true);
+ std::string skillLevel("Lvl: " + toString(baseLevel));
+ if (effLevel < baseLevel)
+ {
+ skillLevel.append(" - " + toString(baseLevel - effLevel));
+ }
+ else if (effLevel > baseLevel)
+ {
+ skillLevel.append(" + " + toString(effLevel - baseLevel));
+ }
+ mSkillLevelLabels.at(index)->setCaption(skillLevel);
+
+ std::pair<int, int> exp = player_node->getExperience(index + skillBegin);
+ std::string sExp (toString(exp.first) + " / " + toString(exp.second));
+
+
+ mSkillNameLabels.at(index)->setCaption(LocalPlayer::getSkillInfo(index + skillBegin).name);
+ mSkillNameLabels.at(index)->adjustSize();
+ mSkillLevelLabels.at(index)->adjustSize();
+ mSkillExpLabels.at(index)->setCaption(sExp);
+ mSkillExpLabels.at(index)->adjustSize();
+ mSkillExpLabels.at(index)->setAlignment(gcn::Graphics::RIGHT);
+
+ // More intense red as exp grows
+ int color = 150 - (int)(150 * ((float) exp.first / exp.second));
+ mSkillProgress.at(index)->setColor(244, color, color);
+ mSkillProgress.at(index)->setProgress((float) exp.first / exp.second);
+ }
+}
+
+void Skill_Tab::update()
+{
+ int skillNum = getSkillNum();
+
+ // Update the skill information for reach skill
+ for (int a = 0; a < skillNum; a++)
+ {
+ updateSkill(a);
+ }
+}