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