Exemplo n.º 1
0
void StatsWindow::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
    WindowManager *wm = environment.mWindowManager;

    // Add a line separator if there are items above
    if (!skillWidgets.empty())
    {
        addSeparator(coord1, coord2);
    }

    addGroup(wm->getGameSettingString(titleId, titleDefault), coord1, coord2);

    SkillList::const_iterator end = skills.end();
    for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
    {
        int skillId = *it;
        if (skillId < 0 || skillId > ESM::Skill::Length) // Skip unknown skill indexes
            continue;
        assert(skillId >= 0 && skillId < ESM::Skill::Length);
        const std::string &skillNameId = ESMS::Skill::sSkillNameIds[skillId];
        const MWMechanics::Stat<float> &stat = skillValues.find(skillId)->second;
        float base = stat.getBase();
        float modified = stat.getModified();

        ColorStyle style = CS_Normal;
        if (modified > base)
            style = CS_Super;
        else if (modified < base)
            style = CS_Sub;
        MyGUI::StaticTextPtr widget = addValueItem(wm->getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), style, coord1, coord2);
        skillWidgetMap[skillId] = widget;
    }
}
Exemplo n.º 2
0
bool SkillManager::knightPrereqsMet(CreatureObject* creature, const String& skillNameBeingDropped) {
	SkillList* skillList = creature->getSkillList();

	int fullTrees = 0;
	int totalJediPoints = 0;

	for(int i = 0; i < skillList->size(); ++i) {
		Skill* skill = skillList->get(i);

		String skillName = skill->getSkillName();
		if(skillName.contains("force_discipline_") &&
			(skillName.indexOf("0") != -1 || skillName.contains("novice") || skillName.contains("master") )) {
			totalJediPoints += skill->getSkillPointsRequired();

			if(skillName.indexOf("4") != -1) {
				fullTrees++;
			}
		}
	}

	if(!skillNameBeingDropped.isEmpty()) {
		Skill* skillBeingDropped = skillMap.get(skillNameBeingDropped.hashCode());

		if(skillNameBeingDropped.indexOf("4") != -1) {
			fullTrees--;
		}

		totalJediPoints -= skillBeingDropped->getSkillPointsRequired();
	}

	return fullTrees >= 2 && totalJediPoints >= 206;
}
Exemplo n.º 3
0
void StatsWindow::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
    // Add a line separator if there are items above
    if (!skillWidgets.empty())
    {
        addSeparator(coord1, coord2);
    }

    addGroup(mWindowManager.getGameSettingString(titleId, titleDefault), coord1, coord2);

    SkillList::const_iterator end = skills.end();
    for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
    {
        int skillId = *it;
        if (skillId < 0 || skillId > ESM::Skill::Length) // Skip unknown skill indexes
            continue;
        assert(skillId >= 0 && skillId < ESM::Skill::Length);
        const std::string &skillNameId = ESMS::Skill::sSkillNameIds[skillId];
        const MWMechanics::Stat<float> &stat = skillValues.find(skillId)->second;
        float base = stat.getBase();
        float modified = stat.getModified();
        int progressPercent = (modified - float(static_cast<int>(modified))) * 100;

        const ESM::Skill* skill = mWindowManager.getStore().skills.search(skillId);
        assert(skill);

        std::string icon = "icons\\k\\" + ESM::Skill::sIconNames[skillId];

        const ESM::Attribute* attr = mWindowManager.getStore().attributes.search(skill->data.attribute);
        assert(attr);

        std::string state = "normal";
        if (modified > base)
            state = "increased";
        else if (modified < base)
            state = "decreased";
        MyGUI::TextBox* widget = addValueItem(mWindowManager.getGameSettingString(skillNameId, skillNameId),
            boost::lexical_cast<std::string>(static_cast<int>(modified)), state, coord1, coord2);

        for (int i=0; i<2; ++i)
        {
            skillWidgets[skillWidgets.size()-1-i]->setUserString("ToolTipType", "Layout");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("ToolTipLayout", "SkillToolTip");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("Caption_SkillName", "#{"+skillNameId+"}");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("Caption_SkillDescription", skill->description);
            skillWidgets[skillWidgets.size()-1-i]->setUserString("Caption_SkillAttribute", "#{sGoverningAttribute}: #{" + attr->name + "}");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("ImageTexture_SkillImage", icon);
            skillWidgets[skillWidgets.size()-1-i]->setUserString("Caption_SkillProgressText", boost::lexical_cast<std::string>(progressPercent)+"/100");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
            skillWidgets[skillWidgets.size()-1-i]->setUserString("RangePosition_SkillProgress", boost::lexical_cast<std::string>(progressPercent));
        }

        skillWidgetMap[skillId] = widget;
    }
}
Exemplo n.º 4
0
int SkillManager::getForceSensitiveSkillCount(CreatureObject* creature, bool includeNoviceMasterBoxes) {
	SkillList* skills =  creature->getSkillList();
	int forceSensitiveSkillCount = 0;

	for(int i = 0; i < skills->size(); ++i) {
		String skillName = skills->get(i)->getSkillName();
		if(skillName.contains("force_sensitive") && (includeNoviceMasterBoxes || skillName.indexOf("0") != -1)) {
			forceSensitiveSkillCount++;
		}
	}

	return forceSensitiveSkillCount;
}
Exemplo n.º 5
0
void printSkillList(SkillList l)
{
    SkillList::iterator itr(l.begin());

    for(;itr != l.end(); itr++)
    {
        std::cout << itr->getName().toAnsiString() << std::endl;
        std::cout << "Puissance : " << itr->getBasePower()
                  << " Target : " << itr->needTarget()
                  << " Target type : " << itr->getTargetType()
                  << " CD : " << itr->getCooldown()
                  << std::endl;
    }
}
Exemplo n.º 6
0
void SkillManager::updateXpLimits(PlayerObject* ghost) {
	if (ghost == NULL || !ghost->isPlayerObject()) {
		return;
	}

	VectorMap<String, int>* xpTypeCapList = ghost->getXpTypeCapList();

	//Clear all xp limits to the default limits.
	for (int i = 0; i < defaultXpLimits.size(); ++i) {
		String xpType = defaultXpLimits.elementAt(i).getKey();
		int xpLimit = defaultXpLimits.elementAt(i).getValue();

		if (xpTypeCapList->contains(xpType)) {
			xpTypeCapList->get(xpType) = xpLimit;
		} else {
			xpTypeCapList->put(xpType, xpLimit);
		}
	}

	//Iterate over the player skills and update xp limits accordingly.
	ManagedReference<CreatureObject*> player = cast<CreatureObject*>(ghost->getParentRecursively(SceneObjectType::PLAYERCREATURE).get().get());

	if(player == NULL)
		return;

	SkillList* playerSkillBoxList = player->getSkillList();

	for(int i = 0; i < playerSkillBoxList->size(); ++i) {
		Skill* skillBox = playerSkillBoxList->get(i);

		if (skillBox == NULL)
			continue;

		if (xpTypeCapList->contains(skillBox->getXpType()) && (xpTypeCapList->get(skillBox->getXpType()) < skillBox->getXpCap())) {
			xpTypeCapList->get(skillBox->getXpType()) = skillBox->getXpCap();
		}
	}

	//Iterate over the player xp types and cap all xp types to the limits.
	DeltaVectorMap<String, int>* experienceList = ghost->getExperienceList();

	for (int i = 0; i < experienceList->size(); ++i) {
		String xpType = experienceList->getKeyAt(i);
		if (experienceList->get(xpType) > xpTypeCapList->get(xpType)) {
			ghost->addExperience(xpType, xpTypeCapList->get(xpType) - experienceList->get(xpType), true);
		}
	}
}
Exemplo n.º 7
0
void loadSkillList(SkillList& l)
{
    std::ifstream file("rc/data/skilllist.csv");
    std::string line;
    std::string value;
    std::string* listValue;
    int index = 0;

    while(std::getline(file, line))
    {
        Skill skill;
        listValue = new std::string[6];
        std::stringstream lineStream(line);

        while(std::getline(lineStream, value, ','))
        {
            listValue[index] = value;
            index++;
        }

        skill.setName(listValue[0]);
        skill.setBasePower(atoi(listValue[1].c_str()));
        skill.setTargetNeeded((atoi(listValue[2].c_str()) == 1) ? true : false);
        skill.setTargetType(static_cast<TargetType>(atoi(listValue[3].c_str())));
        skill.setCooldown(atoi(listValue[4].c_str()));
        skill.setDescription(listValue[5]);

        l.push_back(skill);

        index = 0;
        delete [] listValue;
    }
}
void ObjectController::_handleSetCurrentSkillTitle(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject*	playerObject	= dynamic_cast<PlayerObject*>(mObject);
    BString			newTitle;

    message->getStringUnicode16(newTitle);
    newTitle.convert(BSTRType_ANSI);

    SkillList* sList = playerObject->getSkills();
    SkillList::iterator sEnd = sList->end();
    for(SkillList::iterator it=sList->begin(); it != sEnd; ++it)
    {
        if((*it)->mIsTitle)
        {
            if(strcmp((*it)->mName.getAnsi(),newTitle.getAnsi()) == 0)
            {
                playerObject->setTitle(newTitle.getAnsi());
                gMessageLib->sendTitleUpdate(playerObject);
                break;
            }
        }
    }
}
Exemplo n.º 9
0
void ReviewDialog::addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
    // Add a line separator if there are items above
    if (!mSkillWidgets.empty())
    {
        addSeparator(coord1, coord2);
    }

    addGroup(mWindowManager.getGameSettingString(titleId, titleDefault), coord1, coord2);

    SkillList::const_iterator end = skills.end();
    for (SkillList::const_iterator it = skills.begin(); it != end; ++it)
    {
        int skillId = *it;
        if (skillId < 0 || skillId > ESM::Skill::Length) // Skip unknown skill indexes
            continue;
        assert(skillId >= 0 && skillId < ESM::Skill::Length);
        const std::string &skillNameId = ESM::Skill::sSkillNameIds[skillId];
        const MWMechanics::Stat<float> &stat = mSkillValues.find(skillId)->second;
        float base = stat.getBase();
        float modified = stat.getModified();

        std::string state = "normal";
        if (modified > base)
            state = "increased";
        else if (modified < base)
            state = "decreased";
        MyGUI::TextBox* widget = addValueItem(mWindowManager.getGameSettingString(skillNameId, skillNameId), boost::lexical_cast<std::string>(static_cast<int>(modified)), state, coord1, coord2);

        for (int i=0; i<2; ++i)
        {
            ToolTips::createSkillToolTip(mSkillWidgets[mSkillWidgets.size()-1-i], skillId);
        }

        mSkillWidgetMap[skillId] = widget;
    }
}
Exemplo n.º 10
0
void SkillManager::surrenderAllSkills(CreatureObject* creature, bool notifyClient) {
	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	SkillList* skillList = creature->getSkillList();

	Vector<String> listOfNames;
	skillList->getStringList(listOfNames);
	SkillList copyOfList;

	copyOfList.loadFromNames(listOfNames);

	for (int i = 0; i < copyOfList.size(); i++) {
		Skill* skill = copyOfList.get(i);

		if (skill->getSkillPointsRequired() > 0) {
			creature->removeSkill(skill, notifyClient);

			//Remove skill modifiers
			VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

			for (int i = 0; i < skillModifiers->size(); ++i) {
				VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
				creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

			}

			SkillModManager::instance()->verifySkillBoxSkillMods(creature);

			if (ghost != NULL) {
				//Give the player the used skill points back.
				ghost->addSkillPoints(skill->getSkillPointsRequired());

				//Remove abilities
				Vector<String>* abilityNames = skill->getAbilities();
				removeAbilities(ghost, *abilityNames, notifyClient);

				//Remove draft schematic groups
				Vector<String>* schematicsGranted = skill->getSchematicsGranted();
				SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);

				/// update force
				ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);
			}
		}
	}
}
Exemplo n.º 11
0
bool SkillManager::surrenderSkill(const String& skillName, CreatureObject* creature, bool notifyClient) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	SkillList* skillList = creature->getSkillList();

	if(skillName == "force_title_jedi_novice" && getForceSensitiveSkillCount(creature, true) > 0) {
		return false;
	}

	if(skillName.beginsWith("force_sensitive_") &&
		getForceSensitiveSkillCount(creature, false) <= 24 &&
		creature->hasSkill("force_title_jedi_rank_01"))
		return false;

	for (int i = 0; i < skillList->size(); ++i) {
		Skill* checkSkill = skillList->get(i);

		if (checkSkill->isRequiredSkillOf(skill))
			return false;
	}

	if(creature->hasSkill("force_title_jedi_rank_03") && skillName.contains("force_discipline_") && !knightPrereqsMet(creature, skillName)) {
		return false;
	}

	//If they have already surrendered the skill, then return true.
	if (!creature->hasSkill(skill->getSkillName()))
		return true;

	creature->removeSkill(skill, notifyClient);

	//Remove skill modifiers
	VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	for (int i = 0; i < skillModifiers->size(); ++i) {
		VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
		creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

	}

	if (ghost != NULL) {
		//Give the player the used skill points back.
		ghost->addSkillPoints(skill->getSkillPointsRequired());

		//Remove abilities but only if the creature doesn't still have a skill that grants the
		//ability.  Some abilities are granted by multiple skills. For example Dazzle for dancers
		//and musicians.
		Vector<String>* skillAbilities = skill->getAbilities();
		if (skillAbilities->size() > 0) {
			SortedVector<String> abilitiesLost;
			for (int i = 0; i < skillAbilities->size(); i++) {
				abilitiesLost.put(skillAbilities->get(i));
			}
			for (int i = 0; i < skillList->size(); i++) {
				Skill* remainingSkill = skillList->get(i);
				Vector<String>* remainingAbilities = remainingSkill->getAbilities();
				for(int j = 0; j < remainingAbilities->size(); j++) {
					if (abilitiesLost.contains(remainingAbilities->get(j))) {
						abilitiesLost.drop(remainingAbilities->get(j));
						if (abilitiesLost.size() == 0) {
							break;
						}
					}
				}
			}
			if (abilitiesLost.size() > 0) {
				removeAbilities(ghost, abilitiesLost, notifyClient);
			}
		}

		//Remove draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);

		/// Update Force Power Max
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);

			totalSkillPointsWasted -= skill->getSkillPointsRequired();
		}

		if (ghost->getSkillPoints() != totalSkillPointsWasted) {
			creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
			ghost->setSkillPoints(totalSkillPointsWasted);
		}

		ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
		if (playerManager != NULL) {
			creature->setLevel(playerManager->calculatePlayerLevel(creature));
		}
	}

	/// Update client with new values for things like Terrain Negotiation
	CreatureObjectDeltaMessage4* msg4 = new CreatureObjectDeltaMessage4(creature);
	msg4->updateAccelerationMultiplierBase();
	msg4->updateAccelerationMultiplierMod();
	msg4->updateSpeedMultiplierBase();
	msg4->updateSpeedMultiplierMod();
	msg4->updateRunSpeed();
	msg4->updateTerrainNegotiation();
	msg4->close();
	creature->sendMessage(msg4);

	SkillModManager::instance()->verifySkillBoxSkillMods(creature);

	return true;
}
Exemplo n.º 12
0
bool SkillManager::awardSkill(const String& skillName, CreatureObject* creature, bool notifyClient, bool awardRequiredSkills, bool noXpRequired) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	//Check for required skills.
	Vector<String>* requiredSkills = skill->getSkillsRequired();
	for (int i = 0; i < requiredSkills->size(); ++i) {
		String requiredSkillName = requiredSkills->get(i);
		Skill* requiredSkill = skillMap.get(requiredSkillName.hashCode());

		if (requiredSkill == NULL)
			continue;

		if (awardRequiredSkills)
			awardSkill(requiredSkillName, creature, notifyClient, awardRequiredSkills, noXpRequired);

		if (!creature->hasSkill(requiredSkillName))
			return false;
	}

	if (!canLearnSkill(skillName, creature, noXpRequired)) {
		return false;
	}

	//If they already have the skill, then return true.
	if (creature->hasSkill(skill->getSkillName()))
		return true;

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	if (ghost != NULL) {
		//Withdraw skill points.
		ghost->addSkillPoints(-skill->getSkillPointsRequired());

		//Witdraw experience.
		if (!noXpRequired) {
			ghost->addExperience(skill->getXpType(), -skill->getXpCost(), true);
		}

		creature->addSkill(skill, notifyClient);

		//Add skill modifiers
		VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

		for (int i = 0; i < skillModifiers->size(); ++i) {
			VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
			creature->addSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

		}

		//Add abilities
		Vector<String>* abilityNames = skill->getAbilities();
		addAbilities(ghost, *abilityNames, notifyClient);
		if (skill->isGodOnly()) {
			for (int i = 0; i < abilityNames->size(); ++i) {
				String ability = abilityNames->get(i);
				StringIdChatParameter params;
				params.setTU(ability);
				params.setStringId("ui", "skill_command_acquired_prose");

				creature->sendSystemMessage(params);
			}
		}

		//Add draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->addSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);


		// Update Force Power Max.
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		if (skillName.contains("master")) {
			ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
			if (playerManager != NULL) {
				const Badge* badge = BadgeList::instance()->get(skillName);

				if (badge == NULL && skillName == "crafting_shipwright_master") {
					badge = BadgeList::instance()->get("crafting_shipwright");
				}

				if (badge != NULL) {
					playerManager->awardBadge(ghost, badge);
				}
			}
		}

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);

			totalSkillPointsWasted -= skill->getSkillPointsRequired();
		}

		if (ghost->getSkillPoints() != totalSkillPointsWasted) {
			creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
			ghost->setSkillPoints(totalSkillPointsWasted);
		}

		ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
		if (playerManager != NULL) {
			creature->setLevel(playerManager->calculatePlayerLevel(creature));
		}
	}

	/// Update client with new values for things like Terrain Negotiation
	CreatureObjectDeltaMessage4* msg4 = new CreatureObjectDeltaMessage4(creature);
	msg4->updateAccelerationMultiplierBase();
	msg4->updateAccelerationMultiplierMod();
	msg4->updateSpeedMultiplierBase();
	msg4->updateSpeedMultiplierMod();
	msg4->updateRunSpeed();
	msg4->updateTerrainNegotiation();
	msg4->close();
	creature->sendMessage(msg4);

	SkillModManager::instance()->verifySkillBoxSkillMods(creature);

	return true;
}