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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
*
* $Id$
*/
/* This file implements the new skill dialog for use under the latest
* version of the skill system as of 2005/02/20
*/
#include "newskill.h"
#include <guichan/widgets/label.hpp>
#include "button.h"
#include "progressbar.h"
#include "../graphics.h"
const char *skill_name[] = {
// 0-99
// weapon skills 0-9
"Short Blades", "Long Blades", "Hammers", "Archery", "Whip",
"Staves", "Throwing", "Piercing", "Hand to Hand", "",
// magic skills 10-19
"Epyri (Fire)", "Merene (Water)", "Geon (Earth)", "Izurial (Air)",
"Lumine (Light)", "Tenebrae (Dark)", "Chronos (Time)", "Teless (Space)",
"Gen (Mana)", "",
// craft skills 20-29
"Metalworking", "Woodworking", "Jeweler", "Cook", "Tailor",
"Alchemist", "Artisan", "Synthesis", "", "",
// general skills 30-39
"Running", "Searching", "Sneak", "Trading", "Intimidate",
"Athletics", "", "", "","",
// combat skills 40-49
"Dodge", "Accuracy", "Critical", "Block", "Parry", "Diehard", "Magic Aura",
"Counter", "", "",
// resistance skills 50-59
"Poison", "Silence", "Petrify", "Paralyze", "Blind", "Slow", "Zombie",
"Critical", "", "",
// element reistance 60-69
"Heat (Fire)", "Chill (Water)", "Stone (Earth)", "Wind (Air)",
"Shine (Light)", "Shadow (Dark)", "Decay (Time)", "Chaos (Space)", "", "",
// hunting skills 70-79
"Insects", "Birds", "Lizards", "Amorphs", "Undead", "Machines", "Arcana",
"Humanoids", "Plantoids", "",
// stats 80-89
"Strength", "Fortitude", "Vitality", "Menality", "Awareness", "Mana",
"Dexterity", "", "", "",
// unused (reserved) 90-99
"", "", "", "", "", "", "", "", "", ""
};
NewSkillDialog::NewSkillDialog():
Window("Skills")
{
startPoint = 0;
for ( int i = 0; i < N_SKILL_CAT_SIZE; i++)
{
skillLabel[i] = new gcn::Label("Empty ");
skillLevel[i] = new gcn::Label("00000");
skillbar[i] = new ProgressBar(0.0f,0,0,100,15,0,0,255);
skillLevel[i]->setAlignment(Graphics::RIGHT);
add(skillLabel[i],40,5+i*25);
add(skillLevel[i],150,5+i*25);
add(skillbar[i],180,5+i*25);
}
// initialize the skills
for(int i=0;i<N_SKILL;i++)
{
playerSkill[i].level = 0;
playerSkill[i].exp = 0;
}
resetNSD();
// create controls
catButton[0] = new Button("Weapons");
catButton[1] = new Button("Magic");
catButton[2] = new Button("Craft");
catButton[3] = new Button("General");
catButton[4] = new Button("Combat");
catButton[5] = new Button("E. Resist");
catButton[6] = new Button("S. Resist");
catButton[7] = new Button("Hunting");
catButton[8] = new Button("Stat");
closeButton = new Button("Close");
// captions
// events
catButton[0]->setEventId("g1");
catButton[1]->setEventId("g2");
catButton[2]->setEventId("g3");
catButton[3]->setEventId("g4");
catButton[4]->setEventId("g5");
catButton[5]->setEventId("g6");
catButton[6]->setEventId("g7");
catButton[7]->setEventId("g8");
catButton[8]->setEventId("g9");
closeButton->setEventId("close");
// positioning
setContentSize(350, 250);
catButton[0]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[0]->setPosition(290, 0);
catButton[1]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[1]->setPosition(290, 20);
catButton[2]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[2]->setPosition(290, 40);
catButton[3]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[3]->setPosition(290, 60);
catButton[4]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[4]->setPosition(290, 80);
catButton[5]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[5]->setPosition(290, 100);
catButton[6]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[6]->setPosition(290, 120);
catButton[7]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[7]->setPosition(290, 140);
catButton[8]->setDimension(gcn::Rectangle(0,0,60,20));
catButton[8]->setPosition(290, 160);
closeButton->setDimension(gcn::Rectangle(0,0,60,20));
closeButton->setPosition(290, 230);
// add controls
add(catButton[0]);
add(catButton[1]);
add(catButton[2]);
add(catButton[3]);
add(catButton[4]);
add(catButton[5]);
add(catButton[6]);
add(catButton[7]);
add(catButton[8]);
add(closeButton);
// add event detection
catButton[0]->addActionListener(this);
catButton[1]->addActionListener(this);
catButton[2]->addActionListener(this);
catButton[3]->addActionListener(this);
catButton[4]->addActionListener(this);
catButton[5]->addActionListener(this);
catButton[6]->addActionListener(this);
catButton[7]->addActionListener(this);
catButton[8]->addActionListener(this);
closeButton->addActionListener(this);
// finsihing touches
setLocationRelativeTo(getParent());
}
void NewSkillDialog::action(const std::string& eventId)
{
int osp = startPoint;
if (eventId == "close")
{
setVisible(false);
}
else if (eventId == "g1") // weapons group 0-9
{
startPoint =0;
}
else if (eventId == "g2") // magic group 10-19
{
startPoint =10;
}
else if (eventId == "g3") // craft group 20-29
{
startPoint =20;
}
else if (eventId == "g4") // general group 30-39
{
startPoint =30;
}
else if (eventId == "g5") // combat group 40-49
{
startPoint =40;
}
else if (eventId == "g6") // e. resist group 50-59
{
startPoint =50;
}
else if (eventId == "g7") // s resist group 60-69
{
startPoint =60;
}
else if (eventId == "g8") // hunting group 70-79
{
startPoint =70;
}
else if (eventId == "g9") // stats group 80-89
{
startPoint =80;
}
if(osp != startPoint)
{
resetNSD();
}
}
void NewSkillDialog::resetNSD()
{
for(int a=0;a<N_SKILL_CAT_SIZE;a++)
{
if(skill_name[a+startPoint] != "")
{
skillLabel[a]->setCaption(skill_name[a+startPoint]);
skillLabel[a]->setVisible(true);
char tmp[5];
sprintf(tmp, "%d",playerSkill[a+startPoint].level);
skillLevel[a]->setCaption(tmp);
skillLevel[a]->setVisible(true);
skillbar[a]->setProgress(0.0f);
skillbar[a]->setVisible(true);
}
else
{
skillLevel[a]->setVisible(false);
skillLabel[a]->setVisible(false);
skillbar[a]->setVisible(false);
}
}
}
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