Example #1
0
// -----------------------------------------------------------------
// Name : setCurrentAvatar
// -----------------------------------------------------------------
void LevelUpDlg::setCurrentAvatar(AvatarData * pAvatar)
{
    m_pCurrentAvatar = pAvatar;
    short iSpecialLevels[MAX_LEVELS] = { 0, 1, -1, 2, -1, -1, 3, -1, -1, -1, -1, -1, -1, -1, -1 };
    deleteAllComponents();

    // Init position for components
    int iWidth = getWidth();
    int yPxl = 10;

    // Top label
    char sText[LABEL_MAX_CHARS];
    i18n->getText("LEVEL_UP", sText, LABEL_MAX_CHARS);
    guiLabel * pLbl = new guiLabel();
    pLbl->init(sText, H1_FONT, H1_COLOR, "TopLabe", 0, 0, iWidth - 10, 0, m_pLocalClient->getDisplay());
    pLbl->moveTo((iWidth - pLbl->getWidth()) / 2, yPxl);
    addComponent(pLbl);

    // Text
    yPxl += pLbl->getHeight() + 15;
    u16 uLevel = pAvatar->getRealLevel() + 1;
    assert(uLevel > 1);
    char sBuf[256];
    i18n->getText("(s)_LEVELED_UP_AND_IS_(d)", sBuf, 256);
    snprintf(sText, LABEL_MAX_CHARS, sBuf, pAvatar->m_sCustomName, (int)uLevel);
    pLbl = new guiLabel();
    pLbl->init(sText, TEXT_FONT, TEXT_COLOR, "CenterLabe", 0, 0, iWidth - 10, 0, m_pLocalClient->getDisplay());
    pLbl->moveTo(5, yPxl);
    addComponent(pLbl);

    Edition * pEdition = m_pLocalClient->getDataFactory()->findEdition(pAvatar->m_sEdition);
    assert(pEdition != NULL);
    m_iSpecialLevel = iSpecialLevels[uLevel-1];

    if (m_iSpecialLevel >= 0)
    {
        u8 uTreeType = -1;
        char sPhraseKey[128] = "";
        switch (m_iSpecialLevel)
        {
        case 1:
            uTreeType = PROGRESSION_MAGIC;
            wsafecpy(sPhraseKey, 128, "CHOOSE_MAGIC_PATH");
            break;
        case 2:
        case 3:
            uTreeType = PROGRESSION_TRAIT;
            wsafecpy(sPhraseKey, 128, "CHOOSE_CHARACTER_TRAIT");
            break;
        }
        assert(uTreeType >= 0);

        // Text
        i18n->getText(sPhraseKey, sText, LABEL_MAX_CHARS);
        yPxl += pLbl->getHeight() + 2 * SPACING;
        pLbl = new guiLabel();
        pLbl->init(sText, TEXT_FONT, TEXT_COLOR, "", SPACING, yPxl, iWidth - 2 * SPACING, 0, getDisplay());
        addComponent(pLbl);

        // Open tree combo
        yPxl += pLbl->getHeight() + SPACING;
        guiComboBox * pCombo = guiComboBox::createDefaultComboBox("OpenTreeCombo", m_pLocalClient->getInterface(), getDisplay());
        pCombo->moveTo(SPACING, yPxl);
        addComponent(pCombo);

        ObjectList * pTrees = new ObjectList(false);
        pEdition->getAllTreesByType(pTrees, uTreeType);
        ProgressionTree * pTree = (ProgressionTree*) pTrees->getFirst(0);
        while (pTree != NULL)
        {
            pTree->findLocalizedElement(sText, LABEL_MAX_CHARS, i18n->getCurrentLanguageName(), "name");
            guiButton * pBtn = pCombo->addString(sText, "OpenTreeButton");
            pBtn->setAttachment(pTree);
            pTree->getDescription(sText, LABEL_MAX_CHARS, m_pLocalClient);
            pBtn->setTooltipText(sText);
            pTree = (ProgressionTree*) pTrees->getNext(0);
        }
        delete pTrees;
        yPxl += pCombo->getHeight() + SPACING;
    }
    else
    {
        int xTree = SPACING;
        int btnSize = 64;
        int treeWidth = 2 * btnSize + btnSize / 3;
        int treeTop = yPxl + pLbl->getHeight() + 2 * SPACING;

        // Trees
        for (int i = 0; i < NB_PROGRESSION_TREES; i++)
        {
            if (strcmp(pAvatar->m_pProgression[i].sTreeName, "") == 0)
                continue;

            ProgressionTree * pTree = pEdition->findProgressionTree(pAvatar->m_pProgression[i].sTreeName);
            assert(pTree != NULL);

            // Top label
            yPxl = treeTop;
            pTree->findLocalizedElement(sText, LABEL_MAX_CHARS, i18n->getCurrentLanguageName(), "name");
            pLbl = new guiLabel();
            pLbl->init(sText, H2_FONT, H2_COLOR, "", 0, 0, 0, 0, getDisplay());
            pLbl->moveTo(xTree + treeWidth / 2 - pLbl->getWidth() / 2, yPxl);
            addComponent(pLbl);

            // Choices
            s32 iTexChoice = m_pLocalClient->getDisplay()->getTextureEngine()->loadTexture("progression_choice");
            s32 iTexChoiceLeft = m_pLocalClient->getDisplay()->getTextureEngine()->loadTexture("progression_choice_");
            s32 iTexChoiceRight = m_pLocalClient->getDisplay()->getTextureEngine()->loadTexture("progression_choice_r");
            int iChoiceWidth = m_pLocalClient->getDisplay()->getTextureEngine()->getTexture(iTexChoice)->m_iWidth;  // image is centered on texture, so we take its width
            bool bLastChosenLeft = true;

            // branch image
            yPxl += pLbl->getHeight() + SPACING;
            guiImage * pImg = new guiImage();
            pImg->init(iTexChoice, "", xTree + treeWidth / 2 - iChoiceWidth / 2, yPxl, -1, -1, getDisplay());
            addComponent(pImg);

            // Get tree root choices
            yPxl += pImg->getHeight();
            int xPxl = xTree;
            bool bFirstCol = true;
            ProgressionElement * pChosen = getChosenElementAtLevel(pTree, i, 0);
            ProgressionElement * pElt = (ProgressionElement*) pTree->m_pElements[0]->getFirst(0);
            while (pElt != NULL)
            {
                addChoiceButton(xPxl, yPxl, btnSize, pElt, pChosen == NULL ? 2 : (pChosen == pElt ? 1 : 0));
                if (pChosen == pElt)
                    bLastChosenLeft = bFirstCol;
                if (bFirstCol)
                    xPxl += btnSize + btnSize / 3;
                else
                {
                    xPxl = xTree;
                    yPxl += btnSize + SPACING;
                }
                bFirstCol = !bFirstCol;
                pElt = (ProgressionElement*) pTree->m_pElements[0]->getNext(0);
            }
            if (!bFirstCol)
                yPxl += btnSize + SPACING;
            int iLevel = 1;
            while (pChosen != NULL)
            {
                // branch image
                pImg = new guiImage();
                pImg->init(bLastChosenLeft ? iTexChoiceLeft : iTexChoiceRight, "", xTree + treeWidth / 2 - iChoiceWidth / 2, yPxl, -1, -1, getDisplay());
                addComponent(pImg);
                yPxl += pImg->getHeight();
                xPxl = xTree;
                bFirstCol = true;

                ProgressionElement * pPrevChosen = pChosen;
                pChosen = getChosenElementAtLevel(pTree, i, iLevel++);
                pElt = (ProgressionElement*) pPrevChosen->m_pChildren->getFirst(0);
                while (pElt != NULL)
                {
                    addChoiceButton(xPxl, yPxl, btnSize, pElt, pChosen == NULL ? 2 : (pChosen == pElt ? 1 : 0));
                    if (pChosen == pElt)
                        bLastChosenLeft = bFirstCol;
                    if (bFirstCol)
                        xPxl += btnSize + btnSize / 3;
                    else
                    {
                        xPxl = xTree;
                        yPxl += btnSize + SPACING;
                    }
                    bFirstCol = !bFirstCol;
                    pElt = (ProgressionElement*) pPrevChosen->m_pChildren->getNext(0);
                }
                if (!bFirstCol)
                    yPxl += btnSize + SPACING;
            }
            xTree += treeWidth + SPACING;
        }
    }

    // Create button "Do it later"
    yPxl += SPACING;
    float fx = getWidth() / 8;
    guiButton * pBtn = guiButton::createDefaultNormalButton(i18n->getText("DO_IT_LATER", sText, 256), "DoItLaterButton", m_pLocalClient->getDisplay());
    pBtn->moveTo((int)fx, yPxl);
    pBtn->setWidth(2*fx);
    pBtn->setTooltipText(i18n->getText("DO_IT_LATER_EXP", sText, 256));
    addComponent(pBtn);

    // Create button "Ok"
    pBtn = (guiButton*) pBtn->clone();
    pBtn->setText(i18n->getText1stUp("OK", sText, 256));
    pBtn->setId("OkButton");
    pBtn->moveBy((int)(4 * fx), 0);
    pBtn->setEnabled(false);
    addComponent(pBtn);

    // Size
    setHeight(yPxl + pBtn->getHeight() + SPACING);

    // Show frame
    m_pLocalClient->getInterface()->setUniqueDialog(this);
}
Example #2
0
// -----------------------------------------------------------------
// Name : autoStartGame
// -----------------------------------------------------------------
void DebugManager::autoStartGame()
{
    // Build client data
    int nbClients = 1;
    ClientData * clients = new ClientData[nbClients];
    int iClient = 0;
    clients[iClient].bLocal = true;

    // Re-init map data
    MapReader * pMapReader = new MapReader(m_pLocalClient);
    pMapReader->init("standard.lua");
    ObjectList * pMapParameters = new ObjectList(true);
    pMapReader->getMapParameters(pMapParameters, LABEL_MAX_CHARS);

    int * pCustomParams = NULL;
    if (pMapParameters->size > 0)
        pCustomParams = new int[pMapParameters->size];

    // Map custom parameters
    int i = 0;
    MapReader::MapParameters * pParam = (MapReader::MapParameters*) pMapParameters->getFirst(0);
    while (pParam != NULL)
    {
        pCustomParams[i++] = pParam->defaultValueIndex;
        pParam = (MapReader::MapParameters*) pMapParameters->getNext(0);
    }

    // Init map generator (we will not delete it here, as the pointer now belong to Server object)
    pMapReader->setMapParameters(pCustomParams, pMapParameters->size, 2);
    delete[] pCustomParams;
    MapReader::deleteMapParameters(pMapParameters);
    delete pMapParameters;

    // Init server
    Server * pServer = m_pLocalClient->initServer("", 1, clients, pMapReader, -1, -1);
    delete[] clients;
    if (pServer == NULL)
    {
        notifyErrorMessage("Error: server could not be initialized.");
        return;
    }

    // Build players data
    ObjectList * pServerPlayers = pServer->getSolver()->getPlayersList();
    // Create neutral player
    char sName[NAME_MAX_CHARS];
    i18n->getText("NEUTRA", sName, NAME_MAX_CHARS);
    Player * pPlayer = new Player(0, 0, pServer->getSolver()->getGlobalSpellsPtr());
    wsafecpy(pPlayer->m_sProfileName, NAME_MAX_CHARS, sName);
    pPlayer->m_Color = rgb(0.5, 0.5, 0.5);
    wsafecpy(pPlayer->m_sBanner, 64, "blason1");
    pServer->getSolver()->setNeutralPlayer(pPlayer);
    // Human players
    int playerId = 1;
    for (int fdfdf = 0; fdfdf < 2; fdfdf++)
    {
        // Create player object
        pPlayer = new Player(playerId, 0, pServer->getSolver()->getGlobalSpellsPtr());
        snprintf(pPlayer->m_sProfileName, NAME_MAX_CHARS, "test%d", playerId);
        Profile * pProfile = m_pLocalClient->getDataFactory()->findProfile(pPlayer->m_sProfileName);
        AvatarData * pAvatar = (AvatarData*) pProfile->getAvatarsList()->getFirst(0);
        pPlayer->m_Color = rgb(1, 1, 1);
        pAvatar->getBanner(pPlayer->m_sBanner, 64);
        pServerPlayers->addLast(pPlayer);
        // Set Avatar
        CoordsMap pos = pMapReader->getPlayerPosition(playerId-1);
        pServer->getSolver()->setInitialAvatar(pAvatar->clone(m_pLocalClient), pPlayer, pos);
        // Add spells that are equipped
        Profile::SpellData * pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getFirst(0);
        while (pSpellDesc != NULL)
        {
            AvatarData * pOwner = pSpellDesc->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
                pServer->getSolver()->addInitialPlayerSpell(pPlayer, pSpellDesc->m_sEdition, pSpellDesc->m_sName);
            pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getNext(0);
        }
        // Add equipped artifacts
        Artifact * pArtifact = (Artifact*) pProfile->getArtifactsList()->getFirst(0);
        while (pArtifact != NULL)
        {
            AvatarData * pOwner = pArtifact->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
            {
                Unit * pAvatarInGame = pPlayer->getAvatar();
                assert(pAvatarInGame != NULL);
                ArtifactEffect * pEffect = (ArtifactEffect*) pArtifact->getArtifactEffects()->getFirst(0);
                while (pEffect != NULL)
                {
                    switch (pEffect->getType())
                    {
                    case ARTIFACT_EFFECT_CHARAC:
                    {
                        bool bFound = true;
                        long val = pAvatarInGame->getValue(((ArtifactEffect_Charac*)pEffect)->m_sKey, false, &bFound);
                        if (bFound)
                            pAvatarInGame->setBaseValue(((ArtifactEffect_Charac*)pEffect)->m_sKey, max(0, val + ((ArtifactEffect_Charac*)pEffect)->m_iModifier));
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to modify characteristic that doesn't exist (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Charac*)pEffect)->m_sKey);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    case ARTIFACT_EFFECT_SPELL:
                    {
                        Spell * pSpell = m_pLocalClient->getDataFactory()->findSpell(((ArtifactEffect_Spell*)pEffect)->m_sSpellEdition, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                        if (pSpell != NULL)
                            pServer->getSolver()->addInitialPlayerSpell(pPlayer, ((ArtifactEffect_Spell*)pEffect)->m_sSpellEdition, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to add spell that doesn't exist (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    case ARTIFACT_EFFECT_SKILL:
                    {
                        Skill * pSkill = new Skill(((ArtifactEffect_Skill*)pEffect)->m_sSkillEdition, ((ArtifactEffect_Skill*)pEffect)->m_sSkillName, ((ArtifactEffect_Skill*)pEffect)->m_sSkillParameters, pServer->getDebug());
                        if (pSkill != NULL && pSkill->isLoaded())
                            pAvatarInGame->addSkill(pSkill);
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to add skill that doesn't exist or that can't be loaded (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Skill*)pEffect)->m_sSkillName);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    }
                    pEffect = (ArtifactEffect*) pArtifact->getArtifactEffects()->getNext(0);
                }
            }
            pArtifact = (Artifact*) pProfile->getArtifactsList()->getNext(0);
        }
        playerId++;
    }
    delete pMapReader;
    pServer->onInitFinished();
}