/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "gui/windows/skilldialog.h"
#include "configuration.h"
#include "effectmanager.h"
#include "itemshortcut.h"
#include "spellmanager.h"
#include "being/localplayer.h"
#include "enums/being/attributes.h"
#include "gui/windows/setupwindow.h"
#include "gui/windows/shortcutwindow.h"
#include "gui/widgets/button.h"
#include "gui/widgets/label.h"
#include "gui/widgets/scrollarea.h"
#include "gui/widgets/tabbedarea.h"
#include "gui/widgets/tabs/skilltab.h"
#include "net/playerhandler.h"
#include "net/skillhandler.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "utils/timer.h"
#include "resources/beingcommon.h"
#include "debug.h"
SkillDialog *skillDialog = nullptr;
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"), false, nullptr, "skills.xml"),
ActionListener(),
mSkills(),
mDurations(),
mTabs(new 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)
{
mTabs->postInit();
setWindowName("Skills");
setCloseButton(true);
setResizable(true);
setSaveVisible(true);
setStickyButtonLock(true);
setDefaultSize(windowContainer->getWidth() - 280, 30, 275, 425);
if (setupWindow)
setupWindow->registerWindowForReset(this);
mUseButton->setEnabled(false);
mIncreaseButton->setEnabled(false);
place(0, 0, mTabs, 5, 5);
place(0, 5, mPointsLabel, 4);
place(3, 5, mUseButton);
place(4, 5, mIncreaseButton);
}
void SkillDialog::postInit()
{
setLocationRelativeTo(getParent());
loadWindowState();
enableVisibleSound(true);
}
SkillDialog::~SkillDialog()
{
clearSkills();
}
void SkillDialog::action(const ActionEvent &event)
{
const std::string &eventId = event.getId();
if (eventId == "inc")
{
const SkillTab *const tab = static_cast<const SkillTab *const>(
mTabs->getSelectedTab());
if (tab)
{
if (const SkillInfo *const info = tab->getSelectedInfo())
playerHandler->increaseSkill(static_cast<uint16_t>(info->id));
}
}
else if (eventId == "sel")
{
const SkillTab *const tab = static_cast<const SkillTab *const>(
mTabs->getSelectedTab());
if (tab)
{
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 < static_cast<int>(SHORTCUT_TABS)
&& itemShortcut[num])
{
itemShortcut[num]->setItemSelected(
info->id + SKILL_MIN_ID);
}
}
else
{
mUseButton->setEnabled(false);
mIncreaseButton->setEnabled(false);
mUseButton->setCaption(_("Use"));
}
}
}
else if (eventId == "use")
{
const SkillTab *const tab = static_cast<const SkillTab *const>(
mTabs->getSelectedTab());
if (tab)
{
const SkillInfo *const info = tab->getSelectedInfo();
useSkill(info);
}
}
else if (eventId == "close")
{
setVisible(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)
{
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::SKILL_POINTS)));
mPointsLabel->adjustSize();
FOR_EACH (SkillMap::const_iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if (info && info->modifiable)
info->update();
}
}
void SkillDialog::updateModels()
{
std::set<SkillModel*> models;
FOR_EACH (SkillMap::const_iterator, it, mSkills)
{
SkillInfo *const info = (*it).second;
if (info)
{
SkillModel *const model = info->model;
if (model)
models.insert(model);
}
}
FOR_EACH (std::set<SkillModel*>::iterator, it, models)
{
SkillModel *const model = *it;
if (model)
model->updateVisibilities();
}
}
void SkillDialog::clearSkills()
{
mTabs->removeAll();
mDeleteTabs.clear();
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 && info->owner == owner)
{
PlayerInfo::setSkillLevel(info->id, 0);
if (!info->alwaysVisible)
info->visible = false;
}
}
}
void SkillDialog::loadSkills()
{
clearSkills();
loadXmlFile(paths.getStringValue("skillsFile"));
if (mSkills.empty())
loadXmlFile(paths.getStringValue("skillsFile2"));
loadXmlFile(paths.getStringValue("skillsPatchFile"));
loadXmlDir("skillsPatchDir", loadXmlFile);
update();
}
void SkillDialog::loadXmlFile(const std::string &fileName)
{
XML::Document doc(fileName, true, false);
XmlNodePtrConst root = doc.rootNode();
int setCount = 0;
if (!root || !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);
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));
SkillModel *const model = new SkillModel();
if (!mDefaultModel)
mDefaultModel = model;
for_each_xml_child_node(node, set)
{
if (xmlNameEqual(node, "skill"))
{
int id = XML::getIntProperty(node, "id", -1, -1, 1000000);
if (id == -1)
{
id = XML::getIntProperty(node, "var", -1, -1, 100000);
if (id == -1)
continue;
id += SKILL_VAR_MIN_ID;
}
std::string name = XML::langProperty(node, "name",
// TRANSLATORS: skills dialog. skill id
strprintf(_("Skill %d"), id));
SkillInfo *skill = getSkill(id);
if (!skill)
{
skill = new SkillInfo;
skill->id = static_cast<unsigned int>(id);
skill->modifiable = false;
skill->model = model;
skill->update();
skill->useButton = XML::getProperty(
node, "useButton", _("Use"));
skill->owner = parseOwner(XML::getProperty(
node, "owner", "player"));
skill->errorText = XML::getProperty(
node, "errorText", name);
skill->alwaysVisible = XML::getBoolProperty(
node, "alwaysVisible", false);
skill->visible = skill->alwaysVisible;
model->addSkill(skill);
mSkills[id] = skill;
}
std::string icon = XML::getProperty(node, "icon", "");
const int level = skill->alwaysVisible
? 0 : XML::getProperty(node, "level", 0);
SkillData *data = skill->getData(level);
if (!data)
data = new SkillData();
data->name = name;
data->setIcon(icon);
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", "");
data->particle = XML::getProperty(
node, "particle", "");
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", "");
skill->addData(level, data);
}
}
model->updateVisibilities();
// possible leak listbox, scroll
SkillListBox *const listbox = new SkillListBox(this, model);
listbox->setActionEventId("sel");
listbox->addActionListener(this);
ScrollArea *const scroll = new ScrollArea(this, listbox, false);
scroll->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
scroll->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);
SkillTab *const tab = new SkillTab(this, setName, listbox);
mDeleteTabs.push_back(tab);
mTabs->addTab(tab, scroll);
}
}
}
bool SkillDialog::updateSkill(const int id,
const int range,
const bool 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)
{
info->modifiable = modifiable;
info->range = range;
info->type = type;
info->sp = sp;
info->update();
}
return true;
}
return false;
}
void SkillDialog::addSkill(const SkillOwner::Type owner,
const int id,
const std::string &name,
const int level,
const int range,
const bool modifiable,
const SkillType::SkillType type,
const int sp)
{
if (mDefaultModel)
{
SkillInfo *const skill = new SkillInfo;
skill->id = static_cast<unsigned int>(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();
data->setIcon("");
data->shortName = toString(skill->id);
skill->modifiable = modifiable;
skill->visible = false;
skill->alwaysVisible = 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();
skill->useButton = _("Use");
skill->errorText = strprintf(_("Failed skill: %s"), name.c_str());
mDefaultModel->addSkill(skill);
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, false, SkillType::Unknown, 0);
it = mSkills.find(id);
}
if (it != mSkills.end())
{
info = (*it).second;
}
if (info)
{
info->duration = duration;
info->durationTime = tick_time;
addSkillDuration(info);
}
}
void SkillDialog::widgetResized(const Event &event)
{
Window::widgetResized(event);
if (mTabs)
mTabs->adjustSize();
}
void SkillDialog::useItem(const int itemId) const
{
const std::map<int, SkillInfo*>::const_iterator
it = mSkills.find(itemId - SKILL_MIN_ID);
if (it == mSkills.end())
return;
const SkillInfo *const info = (*it).second;
useSkill(info);
}
void SkillDialog::updateTabSelection()
{
const SkillTab *const tab = static_cast<SkillTab*>(
mTabs->getSelectedTab());
if (tab)
{
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);
mUseButton->setCaption(_("Use"));
}
}
}
void SkillDialog::updateQuest(const int var, const int val)
{
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)
{
PlayerInfo::setSkillLevel(id, val);
info->level = val;
info->update();
}
}
}
void SkillDialog::playUpdateEffect(const int id) const
{
const int effectId = paths.getIntValue("skillLevelUpEffectId");
if (!effectManager || effectId == -1)
return;
const SkillMap::const_iterator it = mSkills.find(id);
if (it != mSkills.end())
{
if (it->second)
effectManager->trigger(effectId, localPlayer);
}
}
void SkillDialog::useSkill(const SkillInfo *const info)
{
const SkillData *const data = info->data;
if (data)
{
const std::string cmd = data->invokeCmd;
if (!cmd.empty())
SpellManager::invokeCommand(cmd, localPlayer->getTarget());
}
if (info && localPlayer)
{
switch (info->type)
{
case SkillType::Attack:
case SkillType::Support:
{
const Being *const being = localPlayer->getTarget();
if (being)
{
skillHandler->useBeing(info->id,
info->level, being->getId());
}
break;
}
case SkillType::Self:
skillHandler->useBeing(info->id,
info->level, localPlayer->getId());
break;
case SkillType::Ground:
case SkillType::TargetTrap:
// for now unused
break;
case SkillType::Unknown:
case SkillType::Unused:
default:
break;
}
}
}
void SkillDialog::addSkillDuration(SkillInfo *const skill)
{
FOR_EACH (std::vector<SkillInfo*>::const_iterator, it, mDurations)
{
if ((*it)->id == skill->id)
return;
}
mDurations.push_back(skill);
}
void SkillDialog::slowLogic()
{
FOR_EACH (std::vector<SkillInfo*>::iterator, it, mDurations)
{
SkillInfo *const skill = *it;
if (skill)
{
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.begin())
-- it;
}
else if (time)
{
skill->cooldown = skill->duration * 100 / time;
}
}
}
}