void SkillEditor::_ReloadTab() { if(_GetCurrentSkillList().empty()) { return; } GlobalSkill *skill = _GetCurrentSkillList()[_current_skill_index[_current_tab]]; string text = MakeStandardString(skill->GetName()); _le_skill_names[_current_tab]->setText(QString(text.c_str())); text = MakeStandardString(skill->GetDescription()); _le_description[_current_tab]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetSPRequired()); _le_sp_required[_current_tab]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetWarmupTime()); _le_warmup_time[_current_tab]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetCooldownTime()); _le_cooldown_time[_current_tab]->setText(QString(text.c_str())); _cb_target_type[_current_tab]->setCurrentIndex(static_cast<int32>(skill->GetTargetType())); // TODO: as more controls are added to the tab, reload them here. }
bool GlobalEnemy::AddSkill(uint32_t skill_id) { if(skill_id == 0) { IF_PRINT_WARNING(GLOBAL_DEBUG) << "function received an invalid skill_id argument: " << skill_id << std::endl; return false; } if(HasSkill(skill_id)) { IF_PRINT_WARNING(GLOBAL_DEBUG) << "failed to add skill because the enemy already knew this skill: " << skill_id << std::endl; return false; } GlobalSkill *skill = new GlobalSkill(skill_id); if(skill->IsValid() == false) { IF_PRINT_WARNING(GLOBAL_DEBUG) << "the skill to add failed to load: " << skill_id << std::endl; delete skill; return false; } // Insert the pointer to the new skill inside of the global skills vectors _skills.push_back(skill); _skills_id.push_back(skill_id); return true; }
void MenuMode::UpdateEquipmentInfo(GlobalCharacter *character, GlobalObject *object, EQUIP_VIEW view_type) { // Only update when necessary if ((_object == object) && (_character == character) && (_equip_view_type == view_type)) return; if (view_type == EQUIP_VIEW_NONE) return; _object = object; _character = character; _equip_view_type = view_type; // Clear the corresponding texts when there is no corresponding data if (!_object) { _object_name.Clear(); _elemental_icons.clear(); _status_icons.clear(); _spirit_number = 0; _equip_skills.clear(); _equip_skill_icons.clear(); _phys_header.Clear(); _mag_header.Clear(); _phys_stat.Clear(); _mag_stat.Clear(); } // Don't show any diff when there no slected character, // or not showing equip/unequip diffs. if (!_character || view_type == EQUIP_VIEW_CHAR) { _phys_stat_diff.Clear(); _mag_stat_diff.Clear(); } // If there is no object, we can return here. if (!_object) return; _object_name.SetText(_object->GetName()); // Loads elemental icons const std::vector<std::pair<GLOBAL_ELEMENTAL, GLOBAL_INTENSITY> >& elemental_effects = _object->GetElementalEffects(); _elemental_icons.clear(); for(std::vector<std::pair<GLOBAL_ELEMENTAL, GLOBAL_INTENSITY> >::const_iterator it = elemental_effects.begin(); it != elemental_effects.end(); ++it) { if(it->second != GLOBAL_INTENSITY_NEUTRAL) _elemental_icons.push_back(GlobalManager->Media().GetElementalIcon(it->first, it->second)); } // Loads status effects. const std::vector<std::pair<GLOBAL_STATUS, GLOBAL_INTENSITY> >& status_effects = _object->GetStatusEffects(); _status_icons.clear(); for(std::vector<std::pair<GLOBAL_STATUS, GLOBAL_INTENSITY> >::const_iterator it = status_effects.begin(); it != status_effects.end(); ++it) { if(it->second != GLOBAL_INTENSITY_NEUTRAL) _status_icons.push_back(GlobalManager->Media().GetStatusIcon(it->first, it->second)); } uint32 equip_phys_stat = 0; uint32 equip_mag_stat = 0; switch (_object->GetObjectType()) { default: // Should never happen return; case GLOBAL_OBJECT_WEAPON: { _is_weapon = true; GlobalWeapon* wpn = NULL; // If character view or unequipping, we take the character current weapon as a base if (view_type == EQUIP_VIEW_CHAR || view_type == EQUIP_VIEW_UNEQUIPPING) wpn = _character ? _character->GetWeaponEquipped() : NULL; else // We can take the given object as a base wpn = dynamic_cast<GlobalWeapon *>(_object); _spirit_number = wpn ? wpn->GetSpiritSlots().size() : 0; equip_phys_stat = wpn ? wpn->GetPhysicalAttack() : 0; equip_mag_stat = wpn ? wpn->GetMagicalAttack() : 0; const std::vector<uint32>& equip_skills = wpn->GetEquipmentSkills(); _equip_skills.clear(); _equip_skill_icons.clear(); // Display a max of 5 skills for (uint32 i = 0; i < equip_skills.size() && i < 5; ++i) { GlobalSkill *skill = new GlobalSkill(equip_skills[i]); if (skill && skill->IsValid()) { _equip_skills.push_back(vt_video::TextImage(skill->GetName(), TextStyle("text20"))); _equip_skill_icons.push_back(vt_video::StillImage()); vt_video::StillImage& img = _equip_skill_icons.back(); img.Load(skill->GetIconFilename()); img.SetWidthKeepRatio(15.0f); } delete skill; } break; } case GLOBAL_OBJECT_HEAD_ARMOR: case GLOBAL_OBJECT_TORSO_ARMOR: case GLOBAL_OBJECT_ARM_ARMOR: case GLOBAL_OBJECT_LEG_ARMOR: { _is_weapon = false; GlobalArmor* armor = NULL; // If character view or unequipping, we take the character current armor as a base if (view_type == EQUIP_VIEW_CHAR || view_type == EQUIP_VIEW_UNEQUIPPING) { uint32 equip_index = GetEquipmentPositionFromObjectType(_object->GetObjectType()); armor = _character ? _character->GetArmorEquipped(equip_index) : NULL; } else { // We can take the given object as a base armor = dynamic_cast<GlobalArmor *>(_object); } _spirit_number = armor ? armor->GetSpiritSlots().size() : 0; equip_phys_stat = armor ? armor->GetPhysicalDefense() : 0; equip_mag_stat = armor ? armor->GetMagicalDefense() : 0; const std::vector<uint32>& equip_skills = armor->GetEquipmentSkills(); _equip_skills.clear(); _equip_skill_icons.clear(); // Display a max of 5 skills for (uint32 i = 0; i < equip_skills.size() && i < 5; ++i) { GlobalSkill *skill = new GlobalSkill(equip_skills[i]); if (skill && skill->IsValid()) { _equip_skills.push_back(vt_video::TextImage(skill->GetName(), TextStyle("text20"))); _equip_skill_icons.push_back(vt_video::StillImage()); vt_video::StillImage& img = _equip_skill_icons.back(); img.Load(skill->GetIconFilename()); img.SetWidthKeepRatio(15.0f); } delete skill; } break; } } if (_is_weapon) { _phys_header.SetText(UTranslate("ATK:")); _mag_header.SetText(UTranslate("M.ATK:")); } else { _phys_header.SetText(UTranslate("DEF:")); _mag_header.SetText(UTranslate("M.DEF:")); } _phys_stat.SetText(NumberToString(equip_phys_stat)); _mag_stat.SetText(NumberToString(equip_mag_stat)); // We can stop here if there is no valid character, or simply showing // the object stats if (!_character || view_type == EQUIP_VIEW_CHAR) return; int32 phys_stat_diff = 0; int32 mag_stat_diff = 0; if (_is_weapon) { // Get the character's current attack GlobalWeapon* wpn = _character->GetWeaponEquipped(); uint32 char_phys_stat = 0; uint32 char_mag_stat = 0; if (_equip_view_type == EQUIP_VIEW_EQUIPPING) { char_phys_stat = (wpn ? wpn->GetPhysicalAttack() : 0); char_mag_stat = (wpn ? wpn->GetMagicalAttack() : 0); phys_stat_diff = equip_phys_stat - char_phys_stat; mag_stat_diff = equip_mag_stat - char_mag_stat; } else { // unequipping phys_stat_diff = char_phys_stat - equip_phys_stat; mag_stat_diff = char_mag_stat - equip_mag_stat; } } else { // armors uint32 equip_index = GetEquipmentPositionFromObjectType(_object->GetObjectType()); GlobalArmor* armor = _character->GetArmorEquipped(equip_index); uint32 char_phys_stat = 0; uint32 char_mag_stat = 0; if (_equip_view_type == EQUIP_VIEW_EQUIPPING) { char_phys_stat = (armor ? armor->GetPhysicalDefense() : 0); char_mag_stat = (armor ? armor->GetMagicalDefense() : 0); phys_stat_diff = equip_phys_stat - char_phys_stat; mag_stat_diff = equip_mag_stat - char_mag_stat; } else { // unequiping phys_stat_diff = char_phys_stat - equip_phys_stat; mag_stat_diff = char_mag_stat - equip_mag_stat; } } // Compute the overall stats diff with selected equipment if (phys_stat_diff > 0) { _phys_stat_diff.SetText("+" + NumberToString(phys_stat_diff)); _phys_diff_color.SetColor(Color::green); } else if (phys_stat_diff < 0) { _phys_stat_diff.SetText(NumberToString(phys_stat_diff)); _phys_diff_color.SetColor(Color::red); } else { _phys_stat_diff.Clear(); } if (mag_stat_diff > 0) { _mag_stat_diff.SetText("+" + NumberToString(mag_stat_diff)); _mag_diff_color.SetColor(Color::green); } else if (mag_stat_diff < 0) { _mag_stat_diff.SetText(NumberToString(mag_stat_diff)); _mag_diff_color.SetColor(Color::red); } else { _mag_stat_diff.Clear(); } }
void SkillEditor::_CreateTab(GLOBAL_SKILL type, vector<GlobalSkill *>skills, QString tab_name) { _gl_layouts[type] = new QGridLayout(); // add the labels for the different parts of the skill _lbl_skill_names[type] = new QLabel(); _lbl_skill_names[type]->setText("Skill Name:"); _gl_layouts[type]->addWidget(_lbl_skill_names[type], 0, 0); _lbl_description[type] = new QLabel(); _lbl_description[type]->setText("Description:"); _gl_layouts[type]->addWidget(_lbl_description[type], 1, 0); _lbl_sp_required[type] = new QLabel(); _lbl_sp_required[type]->setText("SP Required:"); _gl_layouts[type]->addWidget(_lbl_sp_required[type], 2, 0); _lbl_warmup_time[type] = new QLabel(); _lbl_warmup_time[type]->setText("Warmup Time:"); _gl_layouts[type]->addWidget(_lbl_warmup_time[type], 2, 2); _lbl_cooldown_time[type] = new QLabel(); _lbl_cooldown_time[type]->setText("Cooldown Time:"); _gl_layouts[type]->addWidget(_lbl_cooldown_time[type], 3, 0); _lbl_target_type[type] = new QLabel(); _lbl_target_type[type]->setText("Target Type:"); _gl_layouts[type]->addWidget(_lbl_target_type[type], 4, 0); // add the line edits for the skill _le_skill_names[type] = new QLineEdit(); _le_description[type] = new QLineEdit(); _le_sp_required[type] = new QLineEdit(); _le_warmup_time[type] = new QLineEdit(); _le_cooldown_time[type] = new QLineEdit(); _cb_target_type[type] = new QComboBox(); if(_current_skill_index[type] != -1) { GlobalSkill *skill = skills[_current_skill_index[type]]; // this skill is enabled so set the text string text = MakeStandardString(skill->GetName()); // get the char array from the standard string, because otherwise the QString ends up with // some gibberish text at the beginning of it _le_skill_names[type]->setText(QString(text.c_str())); text = MakeStandardString(skill->GetDescription()); _le_description[type]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetSPRequired()); _le_sp_required[type]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetWarmupTime()); _le_warmup_time[type]->setText(QString(text.c_str())); text = NumberToString<uint32>(skill->GetCooldownTime()); _le_cooldown_time[type]->setText(QString(text.c_str())); _cb_target_type[type]->insertItem("Attack Point"); _cb_target_type[type]->insertItem("Actor"); _cb_target_type[type]->insertItem("Party"); _cb_target_type[type]->setCurrentIndex(static_cast<int32>(skill->GetTargetType())); } else { // disable the line edits (no skills for this group) _le_skill_names[type]->setDisabled(true); _le_description[type]->setDisabled(true); _le_sp_required[type]->setDisabled(true); _le_warmup_time[type]->setDisabled(true); _le_cooldown_time[type]->setDisabled(true); _cb_target_type[type]->setDisabled(true); _rb_target_ally_false[type]->setDisabled(true); _rb_target_ally_true[type]->setDisabled(true); } // add above widgets to grid layout _gl_layouts[type]->addWidget(_le_skill_names[type], 0, 1, 1, 3); _gl_layouts[type]->addWidget(_le_description[type], 1, 1, 1, 3); _gl_layouts[type]->addWidget(_le_sp_required[type], 2, 1); _gl_layouts[type]->addWidget(_le_warmup_time[type], 2, 3); _gl_layouts[type]->addWidget(_le_cooldown_time[type], 3, 1); _gl_layouts[type]->addWidget(_cb_target_type[type], 4, 1); _hbox_target_ally[type] = new QHBoxLayout(); _hbox_target_ally[type]->addWidget(_rb_target_ally_true[type]); _hbox_target_ally[type]->addWidget(_rb_target_ally_false[type]); _target_ally_spacers[type] = new QSpacerItem(10, 5, QSizePolicy::Expanding); _hbox_target_ally[type]->addItem(_target_ally_spacers[type]); _gl_layouts[type]->addLayout(_hbox_target_ally[type], 3, 3); // create the vertical layout for the tab _tab_vboxes[type] = new QVBoxLayout(); _tab_vboxes[type]->addLayout(_gl_layouts[type]); // add a spacer to the vbox to push up the grid layout _tab_spacers[type] = new QSpacerItem(10, 5, QSizePolicy::Minimum, QSizePolicy::Expanding); _tab_vboxes[type]->addItem(_tab_spacers[type]); // create the horizontal layout underneath the grid in the tab _tab_bottom_hboxes[type] = new QHBoxLayout(); _CreateTabBottomButtons(type); _tab_vboxes[type]->addLayout(_tab_bottom_hboxes[type]); _tab_pages[type] = new QWidget(); _tab_pages[type]->setLayout(_tab_vboxes[type]); _tab_skill_groups->addTab(_tab_pages[type], tab_name); } // _CreateTab(GLOBAL_SKILL)