// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
// ***************************************************************************
#include "stdpch.h"
#include "group_skills.h"
#include "interface_manager.h"
#include "interface_expr.h"
#include "view_text.h"
#include "view_bitmap.h"
#include "dbview_number.h"
#include "dbview_bar.h"
#include "game_share/skills.h"
#include "nel/misc/xml_auto_ptr.h"
#include "skill_manager.h"
#include "nel/misc/i_xml.h"
#include "../string_manager_client.h"
#include "../user_entity.h"
// ***************************************************************************
using namespace std;
using namespace NLMISC;
// ***************************************************************************
#define DB_SKILLS "SERVER:CHARACTER_INFO:SKILLS"
#define WIN_TREE_LIST "sbtree:tree_list"
extern CUserEntity *UserEntity;
// Context help
extern void contextHelp (const std::string &help);
NLMISC_REGISTER_OBJECT(CViewBase, CGroupSkills, std::string, "skills_displayer");
bool CGroupSkills::InhibitSkillUpFX = true;
// ***************************************************************************
bool CGroupSkills::parse (xmlNodePtr cur, CInterfaceGroup *parentGroup)
{
CInterfaceManager *pIM= CInterfaceManager::getInstance();
if(!CInterfaceGroup::parse(cur, parentGroup))
return false;
CXMLAutoPtr ptr;
// read _TemplateSkill
ptr = (char*) xmlGetProp (cur, (xmlChar*)"template_skill");
if (ptr)
{
_TemplateSkill = (const char*)ptr;
}
// read _AHCtrlNode
ptr = (char*) xmlGetProp (cur, (xmlChar*)"node_handler");
if (ptr)
{
_AHCtrlNode = (const char*)ptr;
}
// Add observer on the skill parameter because if the skill is coming to be not-zero, a new skill must be displayed
_SkillsObs.Owner = this;
string sTmp;
for (uint k = 0; k < SKILLS::NUM_SKILLS; ++k)
{
sTmp = string(DB_SKILLS)+":"+NLMISC::toString((sint32)k)+":BaseSKILL";
pIM->addDBObserver (&_SkillsObs, sTmp);
}
_MustRebuild = true;
// create all the Tree Nodes now
createAllTreeNodes();
return true;
}
// ***************************************************************************
void CGroupSkills::clearGroups()
{
CInterfaceGroup::clearGroups();
}
// ***************************************************************************
void CGroupSkills::checkCoords ()
{
if (_MustRebuild)
rebuild();
CInterfaceGroup::checkCoords();
}
// ***************************************************************************
void CGroupSkills::rebuild()
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CSkillManager *pSM = CSkillManager::getInstance();
// **** first time bind?
if(!_Tree)
{
_Tree = dynamic_cast(pIM->getElementFromId(getId(),WIN_TREE_LIST));
if (_Tree == NULL)
{
nlwarning("cant find tree");
return;
}
// setup
_Tree->setRootNode (_TreeRoot);
_Tree->selectLine(0);
}
// **** Update the Show flag of each node
// for each skill
for (uint32 i = 0; i < SKILLS::NUM_SKILLS; ++i)
{
bool show= false;
if (!pSM->isUnknown((SKILLS::ESkills)i))
{
// Show level 0 and level 1 skills + skills that have a PARENT with value > 0
SKILLS::ESkills parentSkill= pSM->getParent((SKILLS::ESkills)i);
// if no grand parent, or if grand parent trained
if (pSM->getParent(parentSkill) == SKILLS::unknown ||
pSM->getBaseSkillValue(parentSkill) > 0)
show= true;
}
// set shown?
if(_AllNodes[i])
_AllNodes[i]->Show= show;
}
// refresh
_Tree->forceRebuild();
invalidateCoords();
_MustRebuild = false;
}
// ***************************************************************************
void CGroupSkills::CSkillsObs::update (ICDBNode *node)
{
CInterfaceManager *pIM = CInterfaceManager::getInstance();
CCDBNodeLeaf *leaf = NLMISC::safe_cast(node);
// Rebuild all only if new skill (previously level 0)
if (leaf->getOldValue32() == 0)
Owner->_MustRebuild= true;
// Popup a message if previous was not 0
if ((leaf->getOldValue32() != 0) &&
(leaf->getValue32() != 0)) // prevent displaying FX when resetData() is called during a Far TP
{
CGroupSkills::InhibitSkillUpFX = false;
ICDBNode *skill = node->getParent();
if (skill)
{
ICDBNode *skillParent = skill->getParent();
if (skillParent)
{
uint skillId;
if (skillParent->getNodeIndex (skill, skillId))
{
pIM->runActionHandler("skill_popup", NULL, "skillId="+toString(skillId)+"|delta="+toString(leaf->getValue32()-leaf->getOldValue32()));
// Context help
contextHelp ("skill");
}
}
}
}
else
{
if( !CGroupSkills::InhibitSkillUpFX ) // TODO: couldn't this be replaced by IngameDbMngr.initInProgress()?
{
UserEntity->skillUp();
}
}
// Check if this skill canunblock title
CSkillManager *pSM = CSkillManager::getInstance();
string sTmp = leaf->getFullName();
sTmp = sTmp.substr(0, sTmp.rfind(':'));
sTmp = sTmp.substr(sTmp.rfind(':')+1,sTmp.size());
sint32 eSkills;
fromString(sTmp, eSkills);
pSM->tryToUnblockTitleFromSkill((SKILLS::ESkills)eSkills, leaf->getValue32());
}
// ***************************************************************************
// Get the skill buf text
static DECLARE_INTERFACE_USER_FCT(getSkillBaseText)
{
if (args.size() != 2)
{
nlwarning(" Expecting 2 arg.");
return false;
}
if (!args[0].toInteger() && !args[1].toInteger())
{
nlwarning(" Can't convert arg 0/1 to a int value.");
return false;
}
sint64 skillValue= args[0].getInteger();
sint64 skillBase= args[1].getInteger();
if(skillValue!=skillBase)
{
result.setUCString( toString("(%d)", skillBase) );
}
else
{
result.setUCString( ucstring() );
}
return true;
}
REGISTER_INTERFACE_USER_FCT("getSkillBaseText", getSkillBaseText);
// ***************************************************************************
class CSortNode
{
public:
CGroupTree::SNode *Node;
sint Value;
bool operator<(const CSortNode &o) const
{
return ValueremoveDBObserver (&_SkillsObs, sTmp);
}
// first remove any nodes from the tree group
if( _Tree )
{
// reset now the node hierarchy. NB: the node hierarchy is also deleted
_Tree->setRootNode(NULL);
}
_Tree= NULL;
// template nodes not linked to hierarchy will memory leak, we must remove them also
for (sint i = 0; i > tempVec(2);
ucstring sSkillName;
while ((!bQuit) && (nCounter < 32)) // Counter is used to not infinitly loop
{
nCounter++;
bQuit = true;
// Try to create a skill
for (uint32 i = 0; i < SKILLS::NUM_SKILLS; ++i)
if (_AllNodes[i] == NULL) // not already created
{
if (pSM->isUnknown((SKILLS::ESkills)i)) continue;
// Create all skills
SKILLS::ESkills parentSkill= pSM->getParent((SKILLS::ESkills)i);
// if parent, the parent node must be created
if (parentSkill != SKILLS::unknown)
{
if (_AllNodes[parentSkill] == NULL)
{
bQuit = false;
continue;
}
}
// Ok lets create it
CGroupTree::SNode *pNode = new CGroupTree::SNode;
pNode->Id = NLMISC::toString(i);
// get Skill Name
sSkillName = STRING_MANAGER::CStringManagerClient::getSkillLocalizedName((SKILLS::ESkills)i);
// just text or template?
if(_TemplateSkill.empty())
{
pNode->DisplayText = true;
pNode->Template = NULL;
pNode->Text= sSkillName;
}
else
{
pNode->DisplayText = false;
// create the template
tempVec[0].first="id"; tempVec[0].second= pNode->Id;
tempVec[1].first="skillid"; tempVec[1].second= NLMISC::toString(i);
CInterfaceGroup *pIG = pIM->createGroupInstance(_TemplateSkill, getId() + ":" + WIN_TREE_LIST, tempVec);
if (pIG == NULL)
nlwarning("error");
// Set Skill Name
CViewText *pViewSkillName = dynamic_cast(pIG->getView("name"));
if (pViewSkillName != NULL)
pViewSkillName->setText (sSkillName);
// Set Skill Max Value
CViewText *pViewSkillMax = dynamic_cast(pIG->getView("max"));
if (pViewSkillMax != NULL)
pViewSkillMax->setText (toString(pSM->getMaxSkillValue((SKILLS::ESkills)i)));
pNode->Template = pIG;
}
// Action handler?
if(!_AHCtrlNode.empty())
{
pNode->AHName= _AHCtrlNode;
pNode->AHParams= NLMISC::toString(i);
}
// bkup
_AllNodes[i] = pNode;
// not opened by default
pNode->Opened= false;
// Attach to the good parent
if (parentSkill == SKILLS::unknown)
_TreeRoot->addChild(pNode);
else
_AllNodes[parentSkill]->addChild(pNode);
}
}
// Sort the First level in this order: Combat/Magic/Craft/Forage/Others.
vector sortNodes;
sortNodes.resize(_TreeRoot->Children.size());
uint i;
for(i=0;i<_TreeRoot->Children.size();i++)
{
sortNodes[i].Node= _TreeRoot->Children[i];
// get the skill value of this node
sint skillValue;
fromString(_TreeRoot->Children[i]->Id, skillValue);
// Special sort:
if(skillValue==SKILLS::SF)
skillValue= -4;
if(skillValue==SKILLS::SM)
skillValue= -3;
if(skillValue==SKILLS::SC)
skillValue= -2;
if(skillValue==SKILLS::SH)
skillValue= -1;
// prepare tri
sortNodes[i].Value= skillValue;
}
sort(sortNodes.begin(), sortNodes.end());
// store sorted values
for(i=0;i<_TreeRoot->Children.size();i++)
{
_TreeRoot->Children[i]= sortNodes[i].Node;
}
}