still left: spell success formula

actorid
scrawl 13 years ago
parent 5412d6ed9e
commit 30461438f6

@ -535,6 +535,8 @@ void ContainerBase::drawItems()
MyGUI::IntSize size = MyGUI::IntSize(std::max(mItemView->getSize().width, x+42), mItemView->getSize().height);
mItemView->setCanvasSize(size);
mContainerWidget->setSize(size);
notifyContentChanged();
}
std::string ContainerBase::getCountString(const int count)

@ -120,6 +120,8 @@ namespace MWGui
virtual bool ignoreEquippedItems() { return false; }
virtual std::vector<MWWorld::Ptr> itemsToIgnore() { return std::vector<MWWorld::Ptr>(); }
virtual void notifyContentChanged() { ; }
};
class ContainerWindow : public ContainerBase, public WindowBase

@ -112,6 +112,8 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
void HUD::setFpsLevel(int level)
{
fpscounter = 0;
MyGUI::Widget* fps;
getWidget(fps, "FPSBoxAdv");
fps->setVisible(false);
@ -134,7 +136,8 @@ void HUD::setFpsLevel(int level)
void HUD::setFPS(float fps)
{
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
if (fpscounter)
fpscounter->setCaption(boost::lexical_cast<std::string>((int)fps));
}
void HUD::setTriangleCount(size_t count)

@ -20,6 +20,7 @@
#include "widgets.hpp"
#include "bookwindow.hpp"
#include "scrollwindow.hpp"
#include "spellwindow.hpp"
namespace
{
@ -259,4 +260,11 @@ namespace MWGui
{
mTrading = true;
}
void InventoryWindow::notifyContentChanged()
{
// update the spell window just in case new enchanted items were added to inventory
if (mWindowManager.getSpellWindow())
mWindowManager.getSpellWindow()->updateSpells();
}
}

@ -50,6 +50,8 @@ namespace MWGui
virtual void _unequipItem(MWWorld::Ptr item);
virtual void onReferenceUnavailable() { ; }
virtual void notifyContentChanged();
};
}

@ -1,20 +1,378 @@
#include "spellwindow.hpp"
#include <boost/algorithm/string.hpp>
#include <boost/lexical_cast.hpp>
#include "../mwworld/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/spells.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwsound/soundmanager.hpp"
#include "window_manager.hpp"
#include "inventorywindow.hpp"
namespace
{
bool sortSpells(const std::string& left, const std::string& right)
{
const ESM::Spell* a = MWBase::Environment::get().getWorld()->getStore().spells.find(left);
const ESM::Spell* b = MWBase::Environment::get().getWorld()->getStore().spells.find(right);
int cmp = a->name.compare(b->name);
return cmp < 0;
}
bool sortItems(const MWWorld::Ptr& left, const MWWorld::Ptr& right)
{
int cmp = MWWorld::Class::get(left).getName(left).compare(
MWWorld::Class::get(right).getName(right));
return cmp < 0;
}
}
namespace MWGui
{
SpellWindow::SpellWindow(WindowManager& parWindowManager)
: WindowPinnableBase("openmw_spell_window_layout.xml", parWindowManager)
, mHeight(0)
, mWidth(0)
{
getWidget(mSpellView, "SpellView");
getWidget(mEffectBox, "EffectsBox");
setCoord(498, 300, 302, 300);
updateSpells();
mMainWidget->castType<MyGUI::Window>()->eventWindowChangeCoord += MyGUI::newDelegate(this, &SpellWindow::onWindowResize);
}
void SpellWindow::onPinToggled()
{
mWindowManager.setSpellVisibility(!mPinned);
}
void SpellWindow::open()
{
updateSpells();
}
void SpellWindow::updateSpells()
{
const int spellHeight = 18;
mHeight = 0;
while (mSpellView->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mSpellView->getChildAt(0));
// retrieve all player spells, divide them into Powers and Spells and sort them
std::vector<std::string> spellList;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWMechanics::Spells& spells = stats.mSpells;
// the following code switches between selected enchanted item and selected spell (only one of these
// can be active at a time)
std::string selectedSpell = spells.getSelectedSpell();
MWWorld::Ptr selectedItem;
if (store.getSelectedEnchantItem() != store.end())
{
selectedSpell = "";
selectedItem = *store.getSelectedEnchantItem();
bool allowSelectedItem = true;
// if the selected item can be equipped, make sure that it actually is equipped
std::pair<std::vector<int>, bool> slots;
slots = MWWorld::Class::get(selectedItem).getEquipmentSlots(selectedItem);
if (!slots.first.empty())
{
bool equipped = false;
for (int i=0; i < MWWorld::InventoryStore::Slots; ++i)
{
if (store.getSlot(i) != store.end() && *store.getSlot(i) == selectedItem)
{
equipped = true;
break;
}
}
if (!equipped)
allowSelectedItem = false;
}
if (!allowSelectedItem)
{
store.setSelectedEnchantItem(store.end());
selectedItem = MWWorld::Ptr();
}
}
for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
{
spellList.push_back(*it);
}
std::vector<std::string> powers;
std::vector<std::string>::iterator it = spellList.begin();
while (it != spellList.end())
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
if (spell->data.type == ESM::Spell::ST_Power)
{
powers.push_back(*it);
it = spellList.erase(it);
}
else if (spell->data.type == ESM::Spell::ST_Ability)
{
// abilities are always active and don't show in the spell window.
it = spellList.erase(it);
}
else
++it;
}
std::sort(powers.begin(), powers.end(), sortSpells);
std::sort(spellList.begin(), spellList.end(), sortSpells);
// retrieve player's enchanted items
std::vector<MWWorld::Ptr> items;
for (MWWorld::ContainerStoreIterator it(store.begin()); it != store.end(); ++it)
{
std::string enchantId = MWWorld::Class::get(*it).getEnchantment(*it);
if (enchantId != "")
{
// only add items with "Cast once" or "Cast on use"
const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().enchants.find(enchantId);
int type = enchant->data.type;
if (type != ESM::Enchantment::CastOnce
&& type != ESM::Enchantment::WhenUsed)
continue;
items.push_back(*it);
}
}
std::sort(items.begin(), items.end(), sortItems);
int height = estimateHeight(items.size() + powers.size() + spellList.size());
bool scrollVisible = height > mSpellView->getHeight();
mWidth = mSpellView->getWidth() - (scrollVisible ? 18 : 0);
// powers
addGroup("#{sPowers}", "");
for (std::vector<std::string>::const_iterator it = powers.begin(); it != powers.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
if (*it == selectedSpell)
t->setStateSelected(true);
mHeight += spellHeight;
}
// other spells
addGroup("#{sSpells}", "#{sCostChance}");
for (std::vector<std::string>::const_iterator it = spellList.begin(); it != spellList.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
if (*it == selectedSpell)
t->setStateSelected(true);
// cost / success chance
MyGUI::TextBox* costChance = mSpellView->createWidget<MyGUI::TextBox>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
std::string cost = boost::lexical_cast<std::string>(spell->data.cost);
costChance->setCaption(cost + "/" + "100"); /// \todo
costChance->setTextAlign(MyGUI::Align::Right);
costChance->setNeedMouseFocus(false);
mHeight += spellHeight;
}
// enchanted items
addGroup("#{sMagicItem}", "#{sCostCharge}");
for (std::vector<MWWorld::Ptr>::const_iterator it = items.begin(); it != items.end(); ++it)
{
MWWorld::Ptr item = *it;
// check if the item is currently equipped (will display in a different color)
bool equipped = false;
for (int i=0; i < MWWorld::InventoryStore::Slots; ++i)
{
if (store.getSlot(i) != store.end() && *store.getSlot(i) == item)
{
equipped = true;
break;
}
}
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>(equipped ? "SpellText" : "SpellTextUnequipped",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(MWWorld::Class::get(item).getName(item));
t->setTextAlign(MyGUI::Align::Left);
t->setUserData(item);
t->setUserString("ToolTipType", "ItemPtr");
t->setUserString("Equipped", equipped ? "true" : "false");
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onEnchantedItemSelected);
t->setStateSelected(item == selectedItem);
// cost / charge
MyGUI::TextBox* costCharge = mSpellView->createWidget<MyGUI::TextBox>(equipped ? "SpellText" : "SpellTextUnequipped",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().enchants.find(MWWorld::Class::get(item).getEnchantment(item));
std::string cost = boost::lexical_cast<std::string>(enchant->data.cost);
std::string charge = boost::lexical_cast<std::string>(enchant->data.charge); /// \todo track current charge
costCharge->setCaption(cost + "/" + charge);
costCharge->setTextAlign(MyGUI::Align::Right);
costCharge->setNeedMouseFocus(false);
mHeight += spellHeight;
}
mSpellView->setCanvasSize(mSpellView->getWidth(), std::max(mSpellView->getHeight(), mHeight));
}
void SpellWindow::addGroup(const std::string &label, const std::string& label2)
{
if (mSpellView->getChildCount() > 0)
{
MyGUI::ImageBox* separator = mSpellView->createWidget<MyGUI::ImageBox>("MW_HLine",
MyGUI::IntCoord(4, mHeight, mWidth-8, 18),
MyGUI::Align::Left | MyGUI::Align::Top);
separator->setNeedMouseFocus(false);
mHeight += 18;
}
MyGUI::TextBox* groupWidget = mSpellView->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, mHeight, mWidth, 24),
MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
groupWidget->setCaptionWithReplacing(label);
groupWidget->setTextAlign(MyGUI::Align::Left);
groupWidget->setNeedMouseFocus(false);
if (label2 != "")
{
MyGUI::TextBox* groupWidget2 = mSpellView->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, mHeight, mWidth-4, 24),
MyGUI::Align::Left | MyGUI::Align::Top);
groupWidget2->setCaptionWithReplacing(label2);
groupWidget2->setTextAlign(MyGUI::Align::Right);
groupWidget2->setNeedMouseFocus(false);
}
mHeight += 24;
}
void SpellWindow::onWindowResize(MyGUI::Window* _sender)
{
updateSpells();
}
void SpellWindow::onEnchantedItemSelected(MyGUI::Widget* _sender)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::Spells& spells = stats.mSpells;
MWWorld::Ptr item = *_sender->getUserData<MWWorld::Ptr>();
// retrieve ContainerStoreIterator to the item
MWWorld::ContainerStoreIterator it = store.begin();
for (; it != store.end(); ++it)
{
if (*it == item)
{
break;
}
}
assert(it != store.end());
// equip, if it is not already equipped
if (_sender->getUserString("Equipped") == "false")
{
// sound
MWBase::Environment::get().getSoundManager()->playSound(MWWorld::Class::get(item).getUpSoundId(item), 1.0, 1.0);
// Note: can't use Class::use here because enchanted scrolls for example would then open the scroll window instead of equipping
/// \todo the following code is pretty much copy&paste from ActionEquip, put it in a function?
// slots that this item can be equipped in
std::pair<std::vector<int>, bool> slots = MWWorld::Class::get(item).getEquipmentSlots(item);
// equip the item in the first free slot
for (std::vector<int>::const_iterator slot=slots.first.begin();
slot!=slots.first.end(); ++slot)
{
// if all slots are occupied, replace the last slot
if (slot == --slots.first.end())
{
store.equip(*slot, it);
break;
}
if (store.getSlot(*slot) == store.end())
{
// slot is not occupied
store.equip(*slot, it);
break;
}
}
/// \todo scripts?
// since we changed equipping status, update the inventory window
mWindowManager.getInventoryWindow()->drawItems();
}
store.setSelectedEnchantItem(it);
spells.setSelectedSpell("");
updateSpells();
}
void SpellWindow::onSpellSelected(MyGUI::Widget* _sender)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
MWMechanics::Spells& spells = stats.mSpells;
spells.setSelectedSpell(_sender->getUserString("Spell"));
store.setSelectedEnchantItem(store.end());
updateSpells();
}
int SpellWindow::estimateHeight(int numSpells) const
{
int height = 0;
height += 24 * 3 + 18 * 2; // group headings
height += numSpells * 18;
return height;
}
}

@ -10,11 +10,24 @@ namespace MWGui
public:
SpellWindow(WindowManager& parWindowManager);
void updateSpells();
protected:
MyGUI::ScrollView* mSpellView;
MyGUI::Widget* mEffectBox;
int mHeight;
int mWidth;
void addGroup(const std::string& label, const std::string& label2);
int estimateHeight(int numSpells) const;
virtual void onPinToggled();
void onWindowResize(MyGUI::Window* _sender);
void onEnchantedItemSelected(MyGUI::Widget* _sender);
void onSpellSelected(MyGUI::Widget* _sender);
virtual void open();
};
}

@ -67,6 +67,11 @@ void ToolTips::onFrame(float frameDuration)
if (!mGameMode)
{
const MyGUI::IntPoint& mousePos = InputManager::getInstance().getMousePosition();
const MyGUI::IntPoint& lastPressed = InputManager::getInstance().getLastPressedPosition(MyGUI::MouseButton::Left);
if (mousePos == lastPressed) // mouseclick makes tooltip disappear
return;
if (mousePos.left == mLastMouseX && mousePos.top == mLastMouseY)
{
mRemainingDelay -= frameDuration;

@ -191,12 +191,10 @@ void WindowManager::cleanupGarbage()
void WindowManager::update()
{
cleanupGarbage();
if (showFPSLevel > 0)
{
hud->setFPS(mFPS);
hud->setTriangleCount(mTriangleCount);
hud->setBatchCount(mBatchCount);
}
hud->setFPS(mFPS);
hud->setTriangleCount(mTriangleCount);
hud->setBatchCount(mBatchCount);
}
void WindowManager::updateVisible()

@ -154,6 +154,7 @@ namespace MWGui
MWGui::CountDialog* getCountDialog() {return mCountDialog;}
MWGui::ConfirmationDialog* getConfirmationDialog() {return mConfirmationDialog;}
MWGui::TradeWindow* getTradeWindow() {return mTradeWindow;}
MWGui::SpellWindow* getSpellWindow() {return mSpellWindow;}
MyGUI::Gui* getGui() const { return gui; }

@ -61,6 +61,7 @@ bool MWWorld::ContainerStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
/// \todo add current weapon/armor health, remaining lockpick/repair uses, current enchantment charge here as soon as they are implemented
if ( ptr1.mCellRef->refID == ptr2.mCellRef->refID
&& MWWorld::Class::get(ptr1).getScript(ptr1) == "" // item with a script never stacks
&& MWWorld::Class::get(ptr1).getEnchantment(ptr1) == "" // item with enchantment never stacks (we could revisit this later, but for now it makes selecting items in the spell window much easier)
&& ptr1.mCellRef->owner == ptr2.mCellRef->owner
&& ptr1.mCellRef->soul == ptr2.mCellRef->soul
&& ptr1.mCellRef->charge == ptr2.mCellRef->charge)

@ -39,15 +39,18 @@ void MWWorld::InventoryStore::initSlots (TSlots& slots)
}
MWWorld::InventoryStore::InventoryStore() : mMagicEffectsUpToDate (false)
, mSelectedEnchantItem(end())
{
initSlots (mSlots);
}
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
: ContainerStore (store)
, mSelectedEnchantItem(end())
{
mMagicEffects = store.mMagicEffects;
mMagicEffectsUpToDate = store.mMagicEffectsUpToDate;
mSelectedEnchantItem = store.mSelectedEnchantItem;
copySlots (store);
}
@ -260,3 +263,13 @@ bool MWWorld::InventoryStore::stacks(const Ptr& ptr1, const Ptr& ptr2)
return true;
}
void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator)
{
mSelectedEnchantItem = iterator;
}
MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem()
{
return mSelectedEnchantItem;
}

@ -50,6 +50,9 @@ namespace MWWorld
mutable TSlots mSlots;
// selected magic item (for using enchantments of type "Cast once" or "Cast when used")
ContainerStoreIterator mSelectedEnchantItem;
void copySlots (const InventoryStore& store);
void initSlots (TSlots& slots);
@ -63,7 +66,15 @@ namespace MWWorld
InventoryStore& operator= (const InventoryStore& store);
void equip (int slot, const ContainerStoreIterator& iterator);
///< \note \a iteartor can be an end-iterator
///< \note \a iterator can be an end-iterator
void setSelectedEnchantItem(const ContainerStoreIterator& iterator);
///< set the selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note to unset the selected item, call this method with end() iterator
ContainerStoreIterator getSelectedEnchantItem();
///< @return selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note if no item selected, return end() iterator
ContainerStoreIterator getSlot (int slot);

@ -12,6 +12,7 @@
<!-- Spell list -->
<Widget type="Widget" skin="MW_Box" position="8 38 268 518" align="Left Top Stretch">
<Widget type="ScrollView" skin="MW_ScrollView" position="4 4 260 510" align="Left Top Stretch" name="SpellView">
<Property key="CanvasAlign" value="Left Top"/>
</Widget>
</Widget>

@ -99,6 +99,36 @@
</BasisSkin>
</Skin>
<Skin name = "SpellText" size = "16 16">
<Property key="FontName" value = "Default" />
<Property key="TextAlign" value = "ALIGN_LEFT ALIGN_BOTTOM" />
<BasisSkin type="SimpleText" offset = "0 0 16 16" align = "ALIGN_STRETCH">
<State name="disabled" colour="0.5 0.5 0.5" shift="0"/>
<State name="normal" colour="0.75 0.6 0.35" shift="0"/>
<State name="highlighted" colour="0.85 0.76 0.60" shift="0"/>
<State name="pushed" colour="1 1 1" shift="0"/>
<State name="disabled_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="normal_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="highlighted_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="pushed_checked" colour="0.33 0.38 0.67" shift="0"/>
</BasisSkin>
</Skin>
<Skin name = "SpellTextUnequipped" size = "16 16">
<Property key="FontName" value = "Default" />
<Property key="TextAlign" value = "ALIGN_LEFT ALIGN_BOTTOM" />
<BasisSkin type="SimpleText" offset = "0 0 16 16" align = "ALIGN_STRETCH">
<State name="disabled" colour="0.5 0.5 0.5" shift="0"/>
<State name="normal" colour="0.5 0.5 0.5" shift="0"/>
<State name="highlighted" colour="0.85 0.76 0.60" shift="0"/>
<State name="pushed" colour="1 1 1" shift="0"/>
<State name="disabled_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="normal_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="highlighted_checked" colour="0.33 0.38 0.67" shift="0"/>
<State name="pushed_checked" colour="0.33 0.38 0.67" shift="0"/>
</BasisSkin>
</Skin>
<Skin name = "MW_StatNameButtonC" size = "200 18">
<Child type="Button" skin="SandTextButtonC" offset = "0 0 200 18" align = "LEFT HSTRETCH" name = "StatNameButton" />
</Skin>

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