/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 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 "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) { 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() { Window::postInit(); setLocationRelativeTo(getParent()); loadWindowState(); enableVisibleSound(true); } SkillDialog::~SkillDialog() { clearSkills(); } void SkillDialog::action(const ActionEvent &event) { const std::string &eventId = event.getId(); if (eventId == "inc") { if (!playerHandler) return; const SkillTab *const tab = static_cast( mTabs->getSelectedTab()); if (tab) { 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) { 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]) { 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) { const SkillInfo *const info = tab->getSelectedInfo(); useSkill(info, fromBool(config.getBoolValue("skillAutotarget"), AutoTarget), info->selectedLevel); } } 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) { 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 == Modifiable_true) info->update(); } skillPopup->reset(); } void SkillDialog::updateModels() { std::set 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::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 == 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); update(); } void SkillDialog::loadXmlFile(const std::string &fileName, const SkipError skipError) { XML::Document doc(fileName, UseResman_true, skipError); 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, 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)); SkillModel *const model = new SkillModel; if (!mDefaultModel) mDefaultModel = model; for_each_xml_child_node(node, set) { if (xmlNameEqual(node, "skill")) { SkillInfo *const skill = loadSkill(node, model); if (skill == nullptr) continue; for_each_xml_child_node(levelNode, node) { if (!xmlNameEqual(levelNode, "level")) continue; loadSkillData(node, skill); } } } 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); } } } SkillInfo *SkillDialog::loadSkill(XmlNodePtr 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; } 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 = 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->castingSrcEffectId = XML::getProperty( node, "castingSrcEffectId", -1); skill->castingDstEffectId = XML::getProperty( node, "castingDstEffectId", -1); skill->srcEffectId = XML::getProperty( node, "srcEffectId", -1); skill->dstEffectId = XML::getProperty( node, "dstEffectId", -1); 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->visible = skill->alwaysVisible; model->addSkill(skill); mSkills[id] = skill; } loadSkillData(node, skill); return skill; } void SkillDialog::loadSkillData(XmlNodePtr node, SkillInfo *const skill) { if (!skill) return; const int level = (skill->alwaysVisible == Visible_true) ? 0 : XML::getProperty(node, "level", 0); SkillData *data = skill->getData(level); if (!data) 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", ""); 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->castingParticle = XML::getProperty( node, "castingParticle", ""); 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); 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) { 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) { 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 Modifiable modifiable, const SkillType::SkillType type, const int sp) { if (mDefaultModel) { 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(); data->setIcon(""); 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()); 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, Modifiable_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 AutoTarget autoTarget, const int level) const { const std::map::const_iterator it = mSkills.find(itemId - SKILL_MIN_ID); if (it == mSkills.end()) return; const SkillInfo *const info = (*it).second; // +++ need add skill level here useSkill(info, autoTarget, level); } void SkillDialog::updateTabSelection() { const SkillTab *const tab = static_cast( 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); // TRANSLATORS: inventory button 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(); } } } 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) 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) return info->getData1(level); } return nullptr; } void SkillDialog::playUpdateEffect(const int id) const { if (!effectManager) return; const SkillData *const data = getSkillData(id); if (!data) return; effectManager->triggerDefault(data->updateEffectId, localPlayer, paths.getIntValue("skillLevelUpEffectId")); } void SkillDialog::playRemoveEffect(const int id) const { if (!effectManager) return; const SkillData *const data = getSkillData(id); if (!data) return; effectManager->triggerDefault(data->removeEffectId, localPlayer, paths.getIntValue("skillRemoveEffectId")); } void SkillDialog::playCastingSrcEffect(const int id, Being *const being) const { if (!effectManager) return; SkillInfo *const info = getSkill(id); if (!info) return; effectManager->triggerDefault(info->castingSrcEffectId, being, paths.getIntValue("skillCastingSrcEffectId")); } void SkillDialog::playCastingDstEffect(const int id, Being *const being) const { if (!effectManager) return; SkillInfo *const info = getSkill(id); if (!info) return; effectManager->triggerDefault(info->castingDstEffectId, being, paths.getIntValue("skillCastingDstEffectId")); } void SkillDialog::playSrcEffect(const int id, Being *const being) const { if (!effectManager) return; SkillInfo *const info = getSkill(id); if (!info) return; effectManager->triggerDefault(info->srcEffectId, being, paths.getIntValue("skillSrcEffectId")); } void SkillDialog::playDstEffect(const int id, Being *const being) const { if (!effectManager) return; SkillInfo *const info = getSkill(id); if (!info) return; effectManager->triggerDefault(info->dstEffectId, being, paths.getIntValue("skillDstEffectId")); } void SkillDialog::playCastingDstTileEffect(const int id, const int x, const int y, const int delay) const { if (!effectManager) return; SkillInfo *const info = getSkill(id); if (!info) return; effectManager->triggerDefault(info->castingDstEffectId, 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) { SkillInfo *const info = skillDialog->getSkill(skillId); if (!info) return; useSkill(info, autoTarget, level, withText, text); } void SkillDialog::useSkill(const SkillInfo *const info, const AutoTarget autoTarget, int level, const bool withText, const std::string &text) { if (!info || !localPlayer) return; if (!level) level = info->level; const SkillData *data = info->getData1(level); if (data) { const std::string cmd = data->invokeCmd; if (!cmd.empty()) SpellManager::invokeCommand(cmd, localPlayer->getTarget()); } SkillType::SkillType type = info->type; if ((type & SkillType::Attack) != 0) { const Being *being = localPlayer->getTarget(); if (!being && autoTarget == AutoTarget_true) { being = localPlayer->setNewTarget(ActorType::Monster, AllowSort_true); } if (being) { skillHandler->useBeing(info->id, level, being->getId()); } } else if ((type & SkillType::Support) != 0) { const Being *being = localPlayer->getTarget(); if (!being) being = localPlayer; if (being) { 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); if (info->useTextParameter) { if (withText) { skillHandler->usePos(info->id, level, x, y, text); } else { 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: ")); 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) 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) { 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) { skill->cooldown = skill->duration * 100 / time; } } } } void SkillDialog::selectSkillLevel(const int skillId, const int level) { SkillInfo *const info = getSkill(skillId); if (!info) return; if (level > info->level) info->selectedLevel = info->level; else info->selectedLevel = level; info->update(); }