Mercurial > traipse_dev
view orpg/gametree/nodehandlers/dnd3e.py @ 60:3b2cfa13b610 ornery-dev
Fix to toolbar menus. More correct fix so docking is working on Ubuntu
Fix to three broken nodes. Update Manager is no longer a top window, has an
icon and now has a place on the task bar (panel).
author | sirebral |
---|---|
date | Wed, 12 Aug 2009 20:54:46 -0500 |
parents | 4385a7d0efd1 |
children | c54768cffbd4 |
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line source
# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: dnd3e.py # Author: Chris Davis & Digitalxero # Maintainer: leadb # Version: # $Id: dnd3e.py,v 1.33 2006/11/04 21:24:21 digitalxero Exp $ # # Description: The file contains code for the dnd3e nodehanlers # # qpatch by lead.b. All modified lines denoted by # 1.500x[or] as below # 1.5001r fix for unable to update misc modifier for saves # 1.5002r fix for dnd_globals not scoping 1 character's data from another -or # causing abends or other problems due to lack of intialization from # char abilities. getCharacterProp function added. # This includes fix for "total on saves", making "rclick" on skill # work to send roll to window,"total on skill rolls", # 1.5004r getting ac mod for # those skill which have armour class adjustments was broken. # 1.5005r perhaps no lines marked. Under dnd3eattacks, the misc. value for # both Melee and Ranged do not get re-displayed if the panel is closed # and re-opened, tho the adjustment still seems to be in total... perhap # total just isn't getting recalculated? # 1.5006r on rclick on a weapon, on first attack roll is generated, additional # crash,terminating the sequence. # 1.5008r extended bonuses for "extra" attacks don't include all items. # 1.5009r while 1.5008 is "resolved", not sure it is correct for special monk # attacks. I'm pretty sure I fixed this. # 1.5014r powerpoints are broken. # 1.5017r if you bring up the entire character in edit mode (dlclick on # top node of character), and click # "Money and Inventory" tab, then change the amount of "plat" a # character has, the name on the tree will be updated to match # the "plat" entry. # 1.5019r if str bonus was 0, forgot + for aStrengthMod. # ---v 1.6 cut. above corrected by 1.6. # -- items marked 1.5xxx were found prior 1.6 but not added (enhancements) # or corrected (bugs, default if not stated) at that cut point # 1.5003r this is currently just a "this is busted" flag, this is an rclick on # on the saves node (above the fort/wil/ref saves) itself. It throws an # error message into the python window, then nothing... Not even sure what # it is -supposed- to do. set to do nothing, which I think is fine. # 1.5011r enhancement. Damage for thrown weapon should get str adder. # Don't think this is accounted for. Remember, JUST damage, not to-hit. # included into 1.6002, marking resolved to simplify list. # 1.5012r enhancement. str penalty to dam for bow/slings should be applied. # but it's not. Remember, this is just for damage, not to-hit. # 1.5015r if you bring up the entire character in edit mode (dlclick on # top node of character), and click # "Spells and Powers" tab, then "Psionic Powers", push the "Refresh # Powers" button, the powers are refreshed but if you select the # "PowerPoints" tab, the update is not reflected there. Must close # and reopen edit session for refresh. (Already corrected misspelling of # "Pionic" -> "Psionic") # 1.6000r eliminate misc debug items, include things like getCharacterProp which # never got used. Documenting for completeness. Minor changes for clarity # 1.6001r bug, melee weapons, such as dagger, which have a range are currently # being treated simply as ranged weapons... this mean dex bonuses # are being applied for to-hit Vs strength. Melee thrown are treated # different than ranged. # 1.6003r bug, if double weapon handle damage specified as 1d8/1d6 as 1d8 # for single weapon usage. The correct usage for double weapon will # for short term at least remove requirement to have to update # memorized list. - med priority # 1.6008r C:\Program Files\openrpg1\orpg\templates\nodes\dnd3e.xml minor # typos corrected, added comment on psionics. Remember to replace! # 1.6009r tohtml fails, thus send to chat fails and pretty print fails. # 1.6010r tohtml for power points needs some clean up. # 1.6011r if multiple weapons are chosen for deletion from character inventory, # at least one wrong weapons will be deleted. # 1.6012r flurry attack negative only applied to med monk, applies to all. # 1.6013r penalties on stats on tohtml showed +-3, instead of just -3. # 1.6014r rclick on "Skills" node above actual skills throws an error msg to # python window. # 1.6015r rclick on "Attacks" or "Abilities Score" node throws an error msg to # python window. # 1.6016r enhancement add comment to rclick footnotes to get footnote details. # 1.6018r resolve saves not updating on panel if open when ability scores change # change # 1.6021r didn't roll extra monk attacks if base to it bonus was 0. # 1.6022r monks always got d20 damage, reversed order of checks to fix. # v1.8 cut. # -- items marked 1.6xxx were found prior 1.8 but not added (enhancements) # or corrected (bugs, default if not stated) at that cut point # 1.5007o enhancement. str bows not accounted for correctly. # thoughts: use new element tag to indicate strBow(3). # 1.5010r proposed enhancement. Adding character name to frames around stuff. # - marking resolved... determined to not do. # 1.5013o enhancement. this is for all "off-hand" attacks stuff. Eg: str bonus # only 1/2 for "off-hand" for both to-hit and damage (unless penalty! ;-) # Probably other things, as I see nothing in here to account for them. # 1.5016o enhancement. swim check does not reflect weight check. # 1.5018o enhancement. actual psionic abilities list. # 1.6002o enhancement. modify code to take advanage of new footnote field for # indicating which weapons are Thrown, as opposed to improvised thrown # weapons; which are treated differently. Allow for throwing of melee # weapons (with 1.6001 all melee are unthrowable) recast of 1.5011, # which I'm marking resolved. # 1.6004o feature request from 541659 Ability to remove skills, at least those # that can't be used untrained. This would also require ability to re-add # skills later. Short term solution may be to ability to clearly mark # skill which can't be used yet. - low priority. # 1.6005o feature request from 541659 Custom feats, without the need to edit # data/dnd3e/dnd3efeats.xml Note, while standard feats may be affecting # how tool will generate rolls, etc; it is unlikely that custom feats will # will be able to do this; but should be able to be include from a # complete "character sheet" perspective. - low priority (since # dnd3efeats can be edited to add feats) # 1.6006o feature request from 541659 Do sorcerer and bard spells right; # for short term at least remove requirement to have to update # memorized list. - med priority # 1.6007o feature request from 541659 Make tabs optional to be able to remove # tabs which are unused by a particular character. Would need ability # to add them back in, since character might later add a class which # would need them. - very low priority # 1.6017o enhancement when editing footnotes for weapons, # provide full table of footnotes in companion window to help. # 1.6019o enhancement Forum request to add "flatfooted" to ac matrix # 1.6020o enh add column to skills to allow tracking of skill points allocated. # 1.9000r clean up of excess comments from 1.6 and earlier. # 1.9001r if str or dex changes, Melee/Ranged combat ability does not update # until refreshed by a change. # 1.9002r depending on what subwindows were open, changing stat scores could # crash out entire orpg environment. # # r- resolved # o- open # import orpg.tools.orpg_settings import orpg.minidom from core import * from containers import * from string import * #a 1.6003 from inspect import * #a 1.9001 dnd3e_EXPORT = wx.NewId() ############Global Stuff############## HP_CUR = wx.NewId() HP_MAX = wx.NewId() PP_CUR = wx.NewId() PP_MAX = wx.NewId() PP_FRE = wx.NewId() PP_MFRE = wx.NewId() HOWTO_MAX = wx.NewId() def getRoot (node): # a 1.5002 this whole function is new. root = None target = node while target != None: root = target target = target.hparent return root #o 1.5002 (this whole comment block) # if a method runs getRoot for its instance and assigns the # value returned to self.root, you can get to instances X via Y # instance handle via invocation # --------------- --- ----------- # classes via self.root.classes # abilities via self.root.abilities # pp via self.root.pp # general via self.root.general # saves via self.root.saves # attacks via self.root.attacks # ac via self.root.ac # feats via self.root.feats # spells via self.root.spells # divine via self.root.divine # powers via self.root.powers # inventory via self.root.inventory # hp via self.root.hp # skills via self.root.skills #... if other instances are needed and the instance exists uniquely, # add to the instance you need access to in the __init__ section the following: # self.hparent = parent # or handler if a wx instance, also add up chain # self.root = getRoot(self) # self.root.{instance handle} = self # # replace {instance handle} with your designation # then, where you need access to the instance, simply add this to the instance # that needs to reference # self.hparent = getRoot(self) # in the init section, if not already there # self.root = getRoot(self) # also in the init # then to refer to the instance where you need it: # self.root.{instance handle}.{whatever you need} # # replace {instance handle} with your designation # # replace {whatever you need} with the attribute/method u want. #d 1.6000 not used. #def getCharacterProp(forgetIt): # return None #a 1.6 convinience function added safeGetAttr def safeGetAttr(node,lable,defRetV=None): cna=node.attributes for i2 in range(len(cna)): if cna.item(i2).name == lable: return cna.item(i2).value #retV=node.getAttribute(lable) # getAttribute does not distingish between # the attribute not being present vs it having a value of "" # This is bad for this routine, thus not used. return defRetV #a 1.6... safeGetAttr end. ########End of My global Stuff######## ########Start of Main Node Handlers####### class dnd3echar_handler(container_handler): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node): node_handler.__init__(self,xml_dom,tree_node) self.Version = "v1.901" #a 1.6000 general documentation, usage. print "dnd3echar_handler - version:",self.Version #m 1.6000 self.hparent = None #a 1.5002 allow ability to run up tree, this is the #a 1.5002 top of the handler tree, this is used to flag where to stop #a 1.5002 on the way up. Changing this will break getRoot(self) self.frame = open_rpg.get_component('frame') self.child_handlers = {} self.new_child_handler('howtouse','HowTo use this tool',dnd3ehowto,'note') self.new_child_handler('general','GeneralInformation',dnd3egeneral,'gear') self.new_child_handler('inventory','MoneyAndInventory',dnd3einventory,'money') self.new_child_handler('character','ClassesAndStats',dnd3eclassnstats,'knight') self.new_child_handler('snf','SkillsAndFeats',dnd3eskillsnfeats,'book') self.new_child_handler('combat','Combat',dnd3ecombat,'spears') self.new_child_handler('snp','SpellsAndPowers',dnd3esnp,'flask') #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") #print "dnd3echar_handler init - "+\ # "self.child_handlers:",self.child_handlers # a (debug) 1.5002 self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) def tohtml(self): html_str = "<table><tr><td colspan=2 >" #d block for 1.6009 start #html_str += self.child_handlers['general'].tohtml()+"</td></tr>" #html_str += "<tr><td width='50%' valign=top > # "+self.child_handlers['abilities'].tohtml() #html_str += "<P>" + self.child_handlers['saves'].tohtml() #html_str += "<P>" + self.child_handlers['attacks'].tohtml() #html_str += "<P>" + self.child_handlers['ac'].tohtml() #html_str += "<P>" + self.child_handlers['feats'].tohtml() #html_str += "<P>" + self.child_handlers['spells'].tohtml() #html_str += "<P>" + self.child_handlers['divine'].tohtml() #html_str += "<P>" + self.child_handlers['powers'].tohtml() #html_str += "<P>" + self.child_handlers['inventory'].tohtml() +"</td>" #html_str += "<td width='50%' valign=top > # "+self.child_handlers['classes'].tohtml() #html_str += "<P>" + self.child_handlers['hp'].tohtml() #html_str += "<P>" + self.child_handlers['pp'].tohtml() #html_str += "<P>" + self.child_handlers['skills'].tohtml() +"</td>" #d block for 1.6009 end #a block for 1.6009 start html_str += self.general.tohtml()+"</td></tr>" html_str += "<tr><td width='50%' valign=top >"+self.abilities.tohtml() html_str += "<P>" + self.saves.tohtml() html_str += "<P>" + self.attacks.tohtml() html_str += "<P>" + self.ac.tohtml() html_str += "<P>" + self.feats.tohtml() html_str += "<P>" + self.spells.tohtml() html_str += "<P>" + self.divine.tohtml() html_str += "<P>" + self.powers.tohtml() html_str += "<P>" + self.inventory.tohtml() +"</td>" html_str += "<td width='50%' valign=top >"+self.classes.tohtml() html_str += "<P>" + self.hp.tohtml() html_str += "<P>" + self.pp.tohtml() html_str += "<P>" + self.skills.tohtml() +"</td>" #a block for 1.6009 end html_str += "</tr></table>" return html_str def about(self): html_str = "<img src='" + orpg.dirpath.dir_struct["icon"] html_str += "dnd3e_logo.gif' ><br><b>dnd3e Character Tool " html_str += self.Version+"</b>" #m 1.6000 was hard coded. html_str += "<br>by Dj Gilcrease<br>digitalxero@gmail.com" return html_str ########Core Handlers are done now############ ########Onto the Sub Nodes######## ##Primary Sub Node## class outline_panel(wx.Panel): def __init__(self, parent, handler, wnd, txt,): self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.panel = wnd(self,handler) self.sizer = wx.StaticBoxSizer(wx.StaticBox(self,-1,txt), wx.VERTICAL) self.sizer.Add(self.panel, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() class dnd3e_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = open_rpg.get_component('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass ###Child Nodes Organized the way they are in the XML for easier viewing#### #m 1.5002 corrected typo. class dnd3ehowto(dnd3e_char_child): #m 1.5002 corrected string below to reflect "how to" """ Node Handler for how to instructions. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. def get_design_panel(self,parent): wnd = howto_panel(parent, self) wnd.title = "How To" return wnd class howto_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) pname = handler.master_dom.setAttribute("name", 'How To') self.sizer = wx.StaticBoxSizer(wx.StaticBox(self, -1, 'How To'), wx.VERTICAL) self.master_dom = handler.master_dom n_list = self.master_dom._get_childNodes() for n in n_list: t_node = safe_get_text_node(n) self.sizer.Add(wx.StaticText(self, -1, t_node._get_nodeValue()), 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() class dnd3egeneral(dnd3e_char_child): """ Node Handler for general information. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.general = self #a 1.5002 self.charName = self.get_char_name() # a 1.5002 make getting name easier. def get_design_panel(self,parent): wnd = outline_panel(parent,self,gen_grid,"General Information") wnd.title = "General Info" return wnd def tohtml(self): n_list = self.master_dom._get_childNodes() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>General Information</th></tr><tr><td>" for n in n_list: t_node = safe_get_text_node(n) html_str += "<B>"+n._get_tagName().capitalize() +":</B> " html_str += t_node._get_nodeValue() + ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def on_name_change(self,name): self.char_hander.rename(name) #o 1.5002 self.char_hander = parent in this case. self.charName = name #a 1.5002 make getting name easier. def get_char_name( self ): node = self.master_dom.getElementsByTagName( 'name' )[0] t_node = safe_get_text_node( node ) return t_node._get_nodeValue() class gen_grid(wx.grid.Grid): """grid for gen info""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'General') self.hparent = handler #a 1.5002 allow ability to run up tree, needed # a 1.5002 parent is functional parent, not invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler n_list = handler.master_dom._get_childNodes() self.CreateGrid(len(n_list),2) self.SetRowLabelSize(0) self.SetColLabelSize(0) self.n_list = n_list i = 0 for i in range(len(n_list)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) t_node = self.n_list[row]._get_firstChild() t_node._set_nodeValue(value) if row==0: self.handler.on_name_change(value) #self.AutoSizeColumn(1) def refresh_row(self,rowi): t_node = safe_get_text_node(self.n_list[rowi]) self.SetCellValue(rowi,0,self.n_list[rowi]._get_tagName()) self.SetReadOnly(rowi,0) self.SetCellValue(rowi,1,t_node._get_nodeValue()) self.AutoSizeColumn(1) class dnd3einventory(dnd3e_char_child): """ Node Handler for general information. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.inventory = self #a 1.6009 def get_design_panel(self,parent): wnd = inventory_pane(parent, self) #outline_panel(parent,self,inventory_grid,"Inventory") wnd.title = "General Info" return wnd def tohtml(self): n_list = self.master_dom._get_childNodes() html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>General Information</th></tr><tr><td>" for n in n_list: t_node = safe_get_text_node(n) html_str += "<B>"+n._get_tagName().capitalize() +":</B> " html_str += t_node._get_nodeValue() + "<br>" html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class inventory_pane(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, wx.ID_ANY) self.n_list = handler.master_dom._get_childNodes() self.autosize = False self.sizer = wx.StaticBoxSizer(wx.StaticBox(self, wx.ID_ANY, "Inventroy"), wx.VERTICAL) self.lang = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Languages") self.gear = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Gear") self.magic = wx.TextCtrl(self, wx.ID_ANY, "", style=wx.TE_MULTILINE | wx.TE_BESTWRAP, name="Magic") self.grid = wx.grid.Grid(self, wx.ID_ANY, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.grid.CreateGrid(len(self.n_list)-3,2) self.grid.SetRowLabelSize(0) self.grid.SetColLabelSize(0) for i in xrange(len(self.n_list)): self.refresh_row(i) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(self.grid, 1, wx.EXPAND) sizer1.Add(self.lang, 1, wx.EXPAND) self.sizer.Add(sizer1, 0, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(self.gear, 1, wx.EXPAND) sizer2.Add(self.magic, 1, wx.EXPAND) self.sizer.Add(sizer2, 1, wx.EXPAND) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.lang) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.gear) self.Bind(wx.EVT_TEXT, self.onTextNodeChange, self.magic) self.Bind(wx.grid.EVT_GRID_EDITOR_HIDDEN, self.on_cell_change, self.grid) def fillTextNode(self, name, value): if name == 'Languages': self.lang.SetValue(value) elif name == 'Gear': self.gear.SetValue(value) elif name == 'Magic': self.magic.SetValue(value) def onTextNodeChange(self, event): id = event.GetId() if id == self.gear.GetId(): nodeName = 'Gear' value = self.gear.GetValue() elif id == self.magic.GetId(): nodeName = 'Magic' value = self.magic.GetValue() elif id == self.lang.GetId(): nodeName = 'Languages' value = self.lang.GetValue() for node in self.n_list: if node._get_tagName() == nodeName: t_node = safe_get_text_node(node) t_node._set_nodeValue(value) def saveMoney(self, row, col): value = self.grid.GetCellValue(row, col) t_node = safe_get_text_node(self.n_list[row]) t_node._set_nodeValue(value) def on_cell_change(self, evt): row = evt.GetRow() col = evt.GetCol() self.grid.AutoSizeColumn(col) wx.CallAfter(self.saveMoney, row, col) def refresh_row(self, row): t_node = safe_get_text_node(self.n_list[row]) tagname = self.n_list[row]._get_tagName() value = t_node._get_nodeValue() if tagname == 'Gear': self.fillTextNode(tagname, value) elif tagname == 'Magic': self.fillTextNode(tagname, value) elif tagname == 'Languages': self.fillTextNode(tagname, value) else: self.grid.SetCellValue(row, 0, tagname) self.grid.SetReadOnly(row, 0) self.grid.SetCellValue(row, 1, value) self.grid.AutoSize() class dnd3eclassnstats(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = open_rpg.get_component('frame') self.child_handlers = {} self.new_child_handler('abilities','Abilities Scores',dnd3eability,'gear') self.new_child_handler('classes','Classes',dnd3eclasses,'knight') self.new_child_handler('saves','Saves',dnd3esaves,'skull') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class class_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = open_rpg.get_component('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3eability(class_char_child): """ Node Handler for ability. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 get top of our local function tree. self.root.abilities = self #a 1.5002 let other classes find me. self.abilities = {} node_list = self.master_dom.getElementsByTagName('stat') tree = self.tree icons = tree.icons for n in node_list: name = n.getAttribute('abbr') self.abilities[name] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) #print "dnd3eability - init self.abilities",self.abilities #a (debug) 1.5002 def on_rclick( self, evt ): item = self.tree.GetSelection() name = self.tree.GetItemText( item ) #if item == self.mytree_node: #d 1.6016 # dnd3e_char_child.on_ldclick( self, evt ) #d 1.6016 if not item == self.mytree_node: #a 1.6016 #else: #d 1.6016 mod = self.get_mod( name ) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s check: [1d20%s%s]' % ( name, mod1, mod ) chat.ParsePost( txt, True, True ) def get_mod(self,abbr): score = int(self.abilities[abbr].getAttribute('base')) mod = (score - 10) / 2 mod = int(mod) return mod def set_score(self,abbr,score): if score >= 0: self.abilities[abbr].setAttribute("base",str(score)) def get_design_panel(self,parent): wnd = outline_panel(parent,self,abil_grid,"Abilities") wnd.title = "Abilities (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100%><tr BGCOLOR=#E9E9E9 ><th width='50%'>Ability</th> <th>Base</th><th>Modifier</th></tr>""" node_list = self.master_dom.getElementsByTagName('stat') for n in node_list: name = n.getAttribute('name') abbr = n.getAttribute('abbr') base = n.getAttribute('base') mod = str(self.get_mod(abbr)) if int(mod) >= 0: #m 1.6013 added "int(" and ")" mod1 = "+" else: mod1 = "" html_str = (html_str + "<tr ALIGN='center'><td>"+ name+"</td><td>"+base+'</td><td>%s%s</td></tr>' % (mod1, mod)) html_str = html_str + "</table>" return html_str class abil_grid(wx.grid.Grid): """grid for abilities""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Stats') self.hparent = handler #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler stats = handler.master_dom.getElementsByTagName('stat') self.CreateGrid(len(stats),3) self.SetRowLabelSize(0) col_names = ['Ability','Score','Modifier'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.stats = stats i = 0 for i in range(len(stats)): self.refresh_row(i) self.char_wnd = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) #print value try: int(value) self.stats[row].setAttribute('base',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") if self.char_wnd: self.char_wnd.refresh_data() #mark5 def refresh_row(self,rowi): s = self.stats[rowi] name = s.getAttribute('name') abbr = s.getAttribute('abbr') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) self.SetCellValue(rowi,1,s.getAttribute('base')) self.SetCellValue(rowi,2,str(self.handler.get_mod(abbr))) self.SetReadOnly(rowi,2) #if self.root.saves.saveGrid: #a 1.6018 d 1.9002 whole if clause #print getmembers(self.root.saves.saveGrid) #self.root.saves.saveGrid.refresh_data() #a 1.6018 #print "skipping saving throw update, put back in later" self.root.saves.refresh_data() #a 1.9002 self.root.attacks.refreshMRdata() #a 1.9001 ` def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()-1): self.refresh_row(r) class dnd3eclasses(class_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) self.root.classes = self #a 1.5002 in this case, we need the functional parent, not the invoking parent. def get_design_panel(self,parent): wnd = outline_panel(parent,self,class_panel,"Classes") wnd.title = "Classes" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Classes</th></tr><tr><td>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += n.getAttribute('name') + " ("+n.getAttribute('level')+"), " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): node_list = self.master_dom.getElementsByTagName('class') # print "eclasses - get_char_lvl node_list",node_list tot = 0 #a 1.5009 actually, slipping in a quick enhancement ;-) for n in node_list: lvl = n.getAttribute('level') #o 1.5009 not sure of the value of this tot += int(lvl) #a 1.5009 type = n.getAttribute('name') #o 1.5009 not sure of the value of this #print type,lvl #a (debug) 1.5009 if attr == "level": return lvl #o 1.5009 this returns the level of someone's first class. ??? elif attr == "class": return type #o 1.5009 this returns one of the char's classes. ??? if attr == "lvl": #a 1.5009 this has value, adding this. return tot #a 1.5009 return character's "overall" level. def get_class_lvl( self, classN ): #a 1.5009 need to be able to get monk lvl #a 1.5009 this function is new. node_list = self.master_dom.getElementsByTagName('class') #print "eclasses - get_class_lvl node_list",node_list for n in node_list: lvl = n.getAttribute('level') type = n.getAttribute('name') if classN == type: return lvl class class_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Class') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Class"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Class"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),2,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Class") self.grid.SetColLabelValue(1,"Level") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) try: int(value) self.n_list[row].setAttribute('level',value) except: self.grid.SetCellValue(row,col,"1") def refresh_row(self,i): n = self.n_list[i] name = n.getAttribute('name') level = n.getAttribute('level') self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,level) #self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3eclasses.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('class') opts = [] for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Class','Classes',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd3esaves(class_char_child): """ Node Handler for saves. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): class_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. #self.saveGrid = None #a 1.6018 d 1.9002 self.saveGridFrame = [] #a 1.9002 handle list, check frame for close. tree = self.tree icons = self.tree.icons self.root = getRoot(self) #a 1.5002 self.root.saves = self #a 1.6009 node_list = self.master_dom.getElementsByTagName('save') self.saves={} for n in node_list: name = n.getAttribute('name') self.saves[name] = n new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) #a 1.9002 this whole method def refresh_data(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.saveGridFrame)-1,-1,-1): x = self.saveGridFrame[i] if x == None: x.refresh_data() else: self.saveGridFrame.remove(x) def get_mod(self,name): save = self.saves[name] stat = save.getAttribute('stat') #print "dnd3esaves, get_mod: self,root",self,self.root #a (debug) 1.5002 #print "and abilities",self.root.abilities #a (debug) 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 base = int(save.getAttribute('base')) miscmod = int(save.getAttribute('miscmod')) magmod = int(save.getAttribute('magmod')) total = stat_mod + base + miscmod + magmod return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: pass #a 1.5003 syntatic place holder return #a 1.5003 #print "failure mode!" #dnd3e_char_child.on_ldclick(self,evt) #d 1.5003 this busted #wnd = save_grid(self.frame.note,self) #wnd.title = "Saves" #self.frame.add_panel(wnd) else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s save: [1d20%s%s]' % (name, mod1, mod) chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,save_grid,"Saves") wnd.title = "Saves" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Save</th> <th>Key</th><th>Base</th><th>Abil</th><th>Magic</th> <th>Misc</th><th>Total</th></tr>""" node_list = self.master_dom.getElementsByTagName('save') for n in node_list: name = n.getAttribute('name') stat = n.getAttribute('stat') base = n.getAttribute('base') html_str = html_str + "<tr ALIGN='center'><td>"+name+"</td><td>"+stat+"</td><td>"+base+"</td>" #stat_mod = str(dnd_globals["stats"][stat]) #d 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 mag = n.getAttribute('magmod') misc = n.getAttribute('miscmod') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" #m 1.5009 next line. added str() around stat_mod html_str = html_str + "<td>"+str(stat_mod)+"</td><td>"+mag+"</td>" html_str = html_str + '<td>'+misc+'</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str #mark6 class save_grid(wx.grid.Grid): """grid for saves""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Saves') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #self.hparent.saveGrid = self #a 1.6018 d 1.9001 wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler saves = handler.master_dom.getElementsByTagName('save') self.CreateGrid(len(saves),7) self.SetRowLabelSize(0) col_names = ['Save','Key','base','Abil','Magic','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.saves = saves i = 0 for i in range(len(saves)): self.refresh_row(i) #a 1.9002 remainder of code in this method. climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refresh_data=self.refresh_data #print getmembers(masterFrame) handler.saveGridFrame.append(masterFrame) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col == 2: self.saves[row].setAttribute('base',value) elif col ==4: self.saves[row].setAttribute('magmod',value) elif col ==5: # 1.5001 self.saves[row].setAttribute('miscmod',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") def refresh_row(self,rowi): s = self.saves[rowi] name = s.getAttribute('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.getAttribute('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.getAttribute('base')) self.SetCellValue(rowi,3,str(self.root.abilities.get_mod(stat))) self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.getAttribute('magmod')) self.SetCellValue(rowi,5,s.getAttribute('miscmod')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,6,mod) self.SetReadOnly(rowi,6) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd3eskillsnfeats(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 #print "dnd3eskillsnfeats - init, self ",self #a (debug) 1.5002 #print "dnd3eskillsnfeats - init, parent ",self.hparent #a (debug) 1.5002 #print "dnd3eskillsnfeats - init, parent ",parent.dnd3eclassnstats #a (debug) 1.5002 node_handler.__init__(self,xml_dom,tree_node) dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = open_rpg.get_component('frame') self.child_handlers = {} self.new_child_handler('skills','Skills',dnd3eskill,'book') self.new_child_handler('feats','Feats',dnd3efeats,'book') #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class skills_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = open_rpg.get_component('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3eskill(skills_char_child): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): self.hparent = parent #a 1.5002 allow ability to run up tree. #a 1.5002 Need the functional parent, not the invoking parent. self.root = getRoot(self) #a 1.5002 self.root.skills = self #a 1.6009 skills_char_child.__init__(self,xml_dom,tree_node,parent) tree = self.tree icons = self.tree.icons node_list = self.master_dom.getElementsByTagName('skill') self.skills={} #Adding code to not display skills you can not use -mgt for n in node_list: name = n.getAttribute('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.getAttribute('rank')) trained = int(skill_check.getAttribute('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def refresh_skills(self): #Adding this so when you update the grid the tree will reflect #The change. -mgt tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('skill') self.skills={} for n in node_list: name = n.getAttribute('name') self.skills[name] = n skill_check = self.skills[name] ranks = int(skill_check.getAttribute('rank')) trained = int(skill_check.getAttribute('untrained')) if ranks > 0 or trained == 1: new_tree_node = tree.AppendItem(self.mytree_node,name, icons['gear'],icons['gear']) else: continue tree.SetPyData(new_tree_node,self) def get_mod(self,name): skill = self.skills[name] stat = skill.getAttribute('stat') #stat_mod = int(dnd_globals["stats"][stat]) #d 1.5002 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 rank = int(skill.getAttribute('rank')) misc = int(skill.getAttribute('misc')) total = stat_mod + rank + misc return total def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) #print "skill rc self",self #a 1.6004 #print "skill rc tree",self.mytree_node #a 1.6004 #print "skill rc item",item #a 1.6004 if item == self.mytree_node: return # following line fails, #dnd3e_char_child.on_ldclick(self,evt) #d 1.6014 # it's what it used to try to do. ac = self.root.ac.get_check_pen() #a 1.5002 for 1.5004 verify fix. skill = self.skills[name] untr = skill.getAttribute('untrained') #a 1.6004 rank = skill.getAttribute('rank') #a 1.6004 if eval('%s == 0' % (untr)): #a 1.6004 if eval('%s == 0' % (rank)): #a 1.6004 res = 'You fumble around, accomplishing nothing' #a 1.6004 txt = '%s Skill Check: %s' % (name, res) #a 1.6004 chat = self.chat #a 1.6004 chat.Post(txt,True,True) #a 1.6004 return #a 1.6004 armor = '' acCp = '' if ac < 0: #acCp >= 1 #m 1.5004 this is stored as negatives. armorCheck = int(skill.getAttribute('armorcheck')) #print "ac,armorCheck",ac,armorCheck if armorCheck == 1: acCp=ac armor = '(includes Armor Penalty of %s)' % (acCp) if item == self.mytree_node: dnd3e_char_child.on_ldclick(self,evt) #wnd = skill_grid(self.frame.note,self) #wnd.title = "Skills" #self.frame.add_panel(wnd) else: mod = self.get_mod(name) if mod >= 0: mod1 = "+" else: mod1 = "" chat = self.chat txt = '%s Skill Check: [1d20%s%s%s] %s' % ( name, mod1, mod, acCp, armor) chat.ParsePost(txt,True,True) def get_design_panel(self,parent): wnd = outline_panel(parent,self,skill_grid,"Skills") wnd.title = "Skills (edit)" return wnd def tohtml(self): html_str = """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='30%'>Skill</th><th>Key</th> <th>Rank</th><th>Abil</th><th>Misc</th><th>Total</th></tr>""" node_list = self.master_dom.getElementsByTagName('skill') for n in node_list: name = n.getAttribute('name') stat = n.getAttribute('stat') rank = n.getAttribute('rank') untr = n.getAttribute('untrained') #a 1.6004 #Filter unsuable skills out of pretty print -mgt if eval('%s > 0' % (rank)) or eval('%s == 1' % (untr)): if eval('%s >=1' % (rank)): html_str += "<tr ALIGN='center' bgcolor='#CCCCFF'><td>" #a 1.6004 #html_str += "<tr ALIGN='center' bgcolor='green'><td>" #d 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" elif eval('%s == 1' % (untr)): #a 1.6004 html_str += "<tr ALIGN='center' bgcolor='#C0FF40'><td>" #a 1.6004 html_str += name+"</td><td>"+stat+"</td><td>"+rank+"</td>" #a 1.6004 else: html_str += "<tr ALIGN='center'><td>"+name+"</td><td>" html_str += stat+"</td><td>"+rank+"</td>" else: continue stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 #stat_mod = str(dnd_globals["stats"][stat]) #d 1.5002 misc = n.getAttribute('misc') mod = str(self.get_mod(name)) if mod >= 0: mod1 = "+" else: mod1 = "" html_str += "<td>"+str(stat_mod)+"</td><td>"+misc #m 1.6009 str() html_str += '</td><td>%s%s</td></tr>' % (mod1, mod) html_str = html_str + "</table>" return html_str class skill_grid(wx.grid.Grid): """ panel for skills """ def __init__(self, parent, handler): self.hparent = handler #a 1.5002 need function parent, not invoker self.root = getRoot(self) #a 1.5002 pname = handler.master_dom.setAttribute("name", 'Skills') wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.handler = handler skills = handler.master_dom.getElementsByTagName('skill') #xelf.stats = dnd_globals["stats"] #d 1.5002 self.CreateGrid(len(skills),6) self.SetRowLabelSize(0) col_names = ['Skill','Key','Rank','Abil','Misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) rowi = 0 self.skills = skills for i in range(len(skills)): self.refresh_row(i) def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) #print value try: int(value) if col == 2: self.skills[row].setAttribute('rank',value) elif col ==4: self.skills[row].setAttribute('misc',value) self.refresh_row(row) except: self.SetCellValue(row,col,"0") #call refresh_skills self.handler.refresh_skills() def refresh_row(self,rowi): s = self.skills[rowi] name = s.getAttribute('name') self.SetCellValue(rowi,0,name) self.SetReadOnly(rowi,0) stat = s.getAttribute('stat') self.SetCellValue(rowi,1,stat) self.SetReadOnly(rowi,1) self.SetCellValue(rowi,2,s.getAttribute('rank')) #self.SetCellValue(rowi,3,str(dnd_globals["stats"][stat])) #d 1.5002 if self.root.abilities: #a 1.5002 sanity check. stat_mod=self.root.abilities.get_mod(stat) #a 1.5002 else: #a 1.5002 stat_mod = -6 #a 1.5002 this can happen if code is changed so #a 1.5002 that abilities are not defined prior invokation of init. print "Please advise dnd3e maintainer alert 1.5002 raised" self.SetCellValue(rowi,3,str(stat_mod)) #a 1.5002 self.SetReadOnly(rowi,3) self.SetCellValue(rowi,4,s.getAttribute('misc')) mod = str(self.handler.get_mod(name)) self.SetCellValue(rowi,5,mod) self.SetReadOnly(rowi,5) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+2) self.SetColSize(0,col_w*3) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() def refresh_data(self): for r in range(self.GetNumberRows()): self.refresh_row(r) class dnd3efeats(skills_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): skills_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.feats = self #a 1.6009 def get_design_panel(self,parent): setTitle="Feats - " + self.root.general.charName #a 1.5010 wnd = outline_panel(parent,self,feat_panel,setTitle) #a 1.5010 #wnd = outline_panel(parent,self,feat_panel,"Feats") #d 1.5010 wnd.title = "Feats" #d 1.5010 #wnd.title = "Feats - " + self.charName return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Feats</th></tr><tr><td>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class feat_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #a 1.5002 #tempTitle= 'Feats - ' + self.root.general.charName #a 1.5010 #pname = handler.master_dom.setAttribute("name", tempTitle) #a 1.5010 pname = handler.master_dom.setAttribute("name", 'Feats') #d 1.5010 wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Feat"), 0, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Feat"), 0, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),3,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"Feat") self.grid.SetColLabelValue(1,"Type") self.grid.SetColLabelValue(2,"Reference") #m 1.6 typo correction. for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def refresh_row(self,i): feat = self.n_list[i] name = feat.getAttribute('name') type = feat.getAttribute('type') desc = feat.getAttribute('desc') #m 1.6 correct typo self.grid.SetCellValue(i,0,name) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,type) self.grid.SetReadOnly(i,1) self.grid.SetCellValue(i,2,desc) #m 1.6 correct typo self.grid.SetReadOnly(i,2) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3efeats.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('feat') opts = [] for f in f_list: opts.append(f.getAttribute('name') + " - [" + f.getAttribute('type') + "] - " + f.getAttribute('desc')) dlg = wx.SingleChoiceDialog(self,'Choose Feat','Feats',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) class dnd3ecombat(dnd3e_char_child): """ Node handler for a dnd3e charactor <nodehandler name='?' module='dnd3e' class='dnd3echar_handler2' /> """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5012 #mark3 dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.frame = open_rpg.get_component('frame') self.child_handlers = {} self.new_child_handler('hp','Hit Points',dnd3ehp,'gear') self.new_child_handler('attacks','Attacks',dnd3eattacks,'spears') self.new_child_handler('ac','Armor',dnd3earmor,'spears') #print "combat",self.child_handlers #a (debug) 1.5002 #wxMenuItem(self.tree.std_menu, dnd3e_EXPORT, "Export...", "Export") self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) class combat_char_child(node_handler): """ Node Handler for combat. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = open_rpg.get_component('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3ehp(combat_char_child): """ Node Handler for hit points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.6009 self.root.hp = self #a 1.6009 def get_design_panel(self,parent): wnd = outline_panel(parent,self,hp_panel,"Hit Points") wnd.title = "Hit Points" return wnd def on_rclick( self, evt ): chp = self.master_dom.getAttribute('current') mhp = self.master_dom.getAttribute('max') txt = '((HP: %s / %s))' % ( chp, mhp ) self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = "<table width=100% border=1 >" html_str += "<tr BGCOLOR=#E9E9E9 ><th colspan=4>Hit Points</th></tr>" html_str += "<tr><th>Max:</th>" html_str += "<td>"+self.master_dom.getAttribute('max')+"</td>" html_str += "<th>Current:</th>" html_str += "<td>"+self.master_dom.getAttribute('current')+"</td>" html_str += "</tr></table>" return html_str class hp_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) self.hparent = handler #a 1.5002 allow ability to run up tree. In this #a 1.5002 case, we need the functional parent, not the invoking parent. pname = handler.master_dom.setAttribute("name", 'HitPoints') self.sizer = wx.FlexGridSizer(2, 4, 2, 2) # rows, cols, hgap, vgap self.master_dom = handler.master_dom self.sizer.AddMany([ (wx.StaticText(self, -1, "HP Current:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_CUR, self.master_dom.getAttribute('current')), 0, wx.EXPAND), (wx.StaticText(self, -1, "HP Max:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, HP_MAX, self.master_dom.getAttribute('max')), 0, wx.EXPAND), ]) self.sizer.AddGrowableCol(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_TEXT, self.on_text, id=HP_MAX) self.Bind(wx.EVT_TEXT, self.on_text, id=HP_CUR) def on_text(self,evt): id = evt.GetId() if id == HP_CUR: self.master_dom.setAttribute('current',evt.GetString()) elif id == HP_MAX: self.master_dom.setAttribute('max',evt.GetString()) def on_size(self,evt): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) class dnd3eattacks(combat_char_child): """ Node Handler for attacks. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.attacks = self #a 1.6009 so others can find me. self.mrFrame = [] #a 1.9001 #a 1.5012 start a1b self.updateFootNotes = False self.updateFootNotes = False self.html_str = "<html><body>" self.html_str += ("<br> This character has weapons with no "+ "footnotes. This program will "+ "add footnotes to the weapons which have names that still match "+ "the orginal names. If you have changed the weapon name, you "+ "will see some weapons with a footnote of 'X', you will have "+ "to either delete and re-add the weapon, or research "+ "and add the correct footnotes for the weapon.\n"+ "<br> Please be aware, that only the bow/sling footnote is "+ "being used to affect changes to rolls; implemenation of other "+ "footnotes to automaticly adjust rolls will be completed as "+ "soon as time allows." + "<br><br>Update to character:"+self.root.general.charName+ "<br><br>"+ """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='80%'>Weapon Name</th><th>Added Footnote</th></tr>\n""") self.temp_dom={} #a 1.5012 end a1b node_list = self.master_dom.getElementsByTagName('melee') self.melee = node_list[0] node_list = self.master_dom.getElementsByTagName('ranged') self.ranged = node_list[0] self.refresh_weapons() # this causes self.weapons to be loaded. #a 1.5012 this whole if clause. if self.updateFootNotes == True: self.updateFootNotes = False name = self.root.general.charName self.html_str += "</table>" self.html_str += "</body> </html> " masterFrame = self.root.frame title = name+"'s weapons' update to have footnotes" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) fnFrame.panel.SetPage(self.html_str) fnFrame.Show() #weaponsH = self.master_dom.getElementsByTagName('attacks') #mark7 #a 1.9001 this whole method def refreshMRdata(self): # refresh the data in the melee/ranged section # of the attack chart. # count backwards, maintains context despite "removes" for i in range(len(self.mrFrame)-1,-1,-1): #a 1.9001 x = self.mrFrame[i] if x == None: x.refreshMRdata() #a 1.9001 else: self.mrFrame.remove(x) def refresh_weapons(self): self.weapons = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('weapon') for n in node_list: name = n.getAttribute('name') fn = safeGetAttr(n,'fn') #a 1.5012 can be removed when #a 1.5012 confident all characters in the world have footnotes. #if self.updateFootNotes: if fn == None:#a 1.5012 self.updateFootNotes=True self.updateFootN(n) #a 1.5012 new_tree_node = tree.AppendItem( self.mytree_node,name,icons['sword'],icons['sword']) tree.SetPyData(new_tree_node,self) self.weapons[name]=n def updateFootN(self,n):#a 1.5012 this whole function if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") #a (debug) 1.5012 self.temp_dom = xml.dom.minidom.parse(tmp) #self.temp_dom = parseXml_with_dlg(self,tmp.read()) self.temp_dom = self.temp_dom._get_firstChild() tmp.close() nameF = n.getAttribute('name') w_list = self.temp_dom.getElementsByTagName('weapon') found = False for w in w_list: if nameF == w.getAttribute('name'): found = True fnN = safeGetAttr(n,'fn') if fnN == None or fnN == 'None': fnW = w.getAttribute('fn') #print "weapon",nameF,"footnotes are updated to",fnW self.html_str += ("<tr ALIGN='center'><td>"+nameF+"</td>"+ "<td>"+fnW+"</td></tr>\n") n.setAttribute('fn',fnW) break if not found: self.html_str += ("<tr ALIGN='center'><td>"+nameF+" - Custom "+ "Weapon, research "+ "and update manually; setting footnote to indicate custom</td>"+ "<td>"+'X'+"</td></tr>\n") n.setAttribute('fn','X') def get_mod(self,type='m'): (base, base2, base3, base4, base5, base6, stat_mod, misc) \ = self.get_attack_data(type) return int(base + misc + int(stat_mod)) def get_attack_data(self,type='m'): if type=='m' or type=='0': stat = 'Str' #m was dnd_globals["stats"]['Str'] 1.5002 temp = self.melee else: stat = 'Dex' #m was dnd_globals["stats"]['Dex'] 1.5002 temp = self.ranged stat_mod = -7 stat_mod = self.root.abilities.get_mod(stat) #a 1.5002 #print "Big test - stat_mod",stat_mod #a (debug) 1.6000 base = int(temp.getAttribute('base')) base2 = int(temp.getAttribute('second')) base3 = int(temp.getAttribute('third')) base4 = int(temp.getAttribute('forth')) base5 = int(temp.getAttribute('fifth')) base6 = int(temp.getAttribute('sixth')) misc = int(temp.getAttribute('misc')) return (base, base2, base3, base4, base5, base6, stat_mod ,misc) def on_rclick(self,evt): item = self.tree.GetSelection() name = self.tree.GetItemText(item) if item == self.mytree_node: #print "bail due to FUD" return #a 1.6015 #dnd3e_char_child.on_ldclick(self,evt)#d 1.6015 #self.frame.add_panel(self.get_design_panel(self.frame.note)) else: #print "entering attack phase" mod = int(self.weapons[name].getAttribute('mod')) wepMod = mod #a 1.5008 footNotes = safeGetAttr(self.weapons[name],'fn','') cat = self.weapons[name].getAttribute('category') #a1.6001 result = split(cat,"-",2) #a 1.6001 if len(result) < 2: #a 1.6021 this if & else print "warning: 1.6002 unable to interpret weapon category" print "format 'type weapon-[Range|Melee]', probably missing" print "the hyphen. Assuming Melee" print "weapon name: ",name tres="Melee" else: tres=result[1] #print "print FootNotes,tres",footNotes,tres if tres == 'Melee': #a 1.6001 #m 1.6022 use of tres here and... #if self.weapons[name].getAttribute('range') == '0':#d 1.6001 rangeOrMelee = 'm' #a 1.5008 code demote for next comment block elif tres == 'Ranged': #m 1.6001 (was just else) #m 1.6022 here rangeOrMelee = 'r' #a 1.5008 else:#a 1.6001 add this whole else clause. print "warning: 1.6001 unable to interpret weapon category" print "treating weapon as Melee, please correct xml" print "weapon name:",name rangeOrMelee ='m' mod = mod + self.get_mod(rangeOrMelee) #a 1.5008 chat = self.chat dmg = self.weapons[name].getAttribute('damage') #a 1.6003 start code fix instance a result = split(dmg,"/",2) dmg = result[0] #print "1.6003 check:dmg",dmg,";result",result #o currently, only picking out dmg; rest are simply ignored. #o May be usefull #o later for two weapon attack correction. #a 1.6003 end code fix instance a monkLvl = self.root.classes.get_class_lvl('Monk') # a 1.5002 #print "monkLvl",monkLvl #a (debug) 1.5002 # monkLvl = dnd_globals["class"]["lvl"] #d 1.5002 if dmg == "Monk Med": if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: #m 1.6022 reversed the order of checks. dmg = "1d6" elif lvl <= 7: dmg = "1d8" elif lvl <= 11: dmg = "1d10" elif lvl <= 15: dmg = "2d6" elif lvl <= 19: dmg = "2d8" elif lvl <= 20: dmg = "2d10" if dmg == "Monk Small": if monkLvl == None: #a 1.5009 txt = 'Attempting to use monk attack, but has no monk ' txt += 'levels, please choose a different attack.' chat.ParsePost( txt, True, True ) #a 1.5009 return #a 1.5009 else: #a 1.5009 lvl=int(monkLvl) if lvl <= 3: #m 1.6022 reversed the order of the checks dmg = "1d4" elif lvl <= 7: dmg = "1d6" elif lvl <= 11: dmg = "1d8" elif lvl <= 15: dmg = "1d10" elif lvl <= 20: dmg = "2d6" flu = '' #print "adjusted weapon damage is:",dmg #o 1.5007 str bow #o 1.5011 start looking about here str dam bonus missed for thrown? #o 1.5012 start looking about here str penalty missed for bow/sling? #o 1.5013 off-hand attacks.? dam and all affects? str_mod = self.root.abilities.get_mod('Str') #a 1.5007,11,12,13 if rangeOrMelee == 'r': #a 1.5008 #if off_hand == True then stat_mod = stat_mod/2 #o 1.5013 #c 1.5007 ranged weapons normally get no str mod if find(footNotes,'b') > -1:#a 1.5012 if it's a bow if str_mod >= 0: #a 1.5012 never a str bonus str_mod = 0 #a 1.5012 penalty, else: #a 1.5012 if appropriate str_mod = 0 # c 1.5007 (must adjust for str bows later and thown weapons) #o 1.5007 include + for str bows #o 1.5012 include any str penalty for bows/slings. mod2 = "" #a 1.5007,11-13 if str_mod >= 0: #1.6 tidy up code. mod2 = "+" #1.6 tidy up code. aStrengthMod = mod2 + str(str_mod) #a 1.5008 applicable strength mod #if name == "Flurry of Blows(Monk Med)": #d 1.6012 if find(name ,"Flurry of Blows") > -1: #a 1.6012 flu = '-2' (base, base2, base3, base4, base5, base6, stat_mod, misc)\ = self.get_attack_data(rangeOrMelee) #a 1.5008 self.sendRoll(base ,stat_mod,misc,wepMod,name,flu,dmg, aStrengthMod,'',True,rollAnyWay=True) if flu != '': self.sendRoll(base ,stat_mod,misc,wepMod,name,flu,dmg, aStrengthMod) #a 1.6021 self.sendRoll(base2,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base3,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base4,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base5,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) self.sendRoll(base6,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod) def sendRoll(self,base,stat_mod,misc,wepMod,name,flu,dmg,aStrengthMod, spacer="",pname=False,rollAnyWay=False): if base != 0 or rollAnyWay: base = base + int(stat_mod) + misc + wepMod #m 1.5008 if base >= 0: mod1 = "+" else: mod1 = "" txt = '%s ' % (spacer) txt += '%s Attack Roll: <b>[1d20%s%s%s]</b>' % (name, mod1, base, flu) txt += ' ===> Damage: <b>[%s%s]</b>' % (dmg, aStrengthMod) self.chat.ParsePost( txt, True, True ) def get_design_panel(self,parent): wnd = outline_panel(parent,self,attack_panel,"Attacks") wnd.title = "Attacks" return wnd def tohtml(self): melee = self.get_attack_data('m') ranged = self.get_attack_data('r') html_str = ("""<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 >"""+ "<th>Attack</th><th>Total</th><th >Base</th>"+ "<th>Abil</th><th>Misc</th></tr>") html_str += "<tr ALIGN='center' ><th >Melee:</th>" html_str += "<td>"+str(melee[0]+melee[1]+melee[2])+"</td>" html_str += "<td>"+str(melee[0])+"</td>" html_str += "<td>"+str(melee[1])+"</td>" html_str += "<td>"+str(melee[2])+"</td></tr>" html_str += "<tr ALIGN='center' ><th >Ranged:</th>" html_str += "<td>"+str(ranged[0]+ranged[1]+ranged[2])+"</td>" html_str += "<td>"+str(ranged[0])+"</td>" html_str += "<td>"+str(ranged[1])+"</td>" html_str += "<td>"+str(ranged[2])+"</td></tr></table>" n_list = self.master_dom.getElementsByTagName('weapon') for n in n_list: mod = n.getAttribute('mod') if mod >= 0: mod1 = "+" else: mod1 = "" ran = n.getAttribute('range') total = str(int(mod) + self.get_mod(ran)) html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=2>Weapon</th> <th>Attack</th><th >Damage</th><th>Critical</th></tr>""" html_str += "<tr ALIGN='center' ><td colspan=2>" html_str += n.getAttribute('name')+"</td><td>"+total+"</td>" html_str += "<td>"+n.getAttribute('damage')+"</td><td>" html_str += n.getAttribute('critical')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 ><th>Range</th><th>Weight</th> <th>Type</th><th>Size</th><th>Misc Mod</th></tr>""" html_str += "<tr ALIGN='center'><td>"+ran+"</td><td>" html_str += n.getAttribute('weight')+"</td>" html_str += "<td>"+n.getAttribute('type')+"</td><td>" html_str += n.getAttribute('size')+"</td>" html_str += '<td>%s%s</td></tr>' % (mod1, mod) #a 1.5012 add next two lines to pretty print footnotes. html_str += """<tr><th BGCOLOR=#E9E9E9 colspan=2>Footnotes:</th>""" html_str += "<th colspan=3>"+safeGetAttr(n,'fn','')+"</th></tr>" html_str += '</table>' return html_str class attack_grid(wx.grid.Grid): """grid for attacks""" def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Melee') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. wx.grid.Grid.__init__(self, parent, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.root = getRoot(self) #a 1.9001 self.parent = parent self.handler = handler self.rows = (self.handler.melee,self.handler.ranged) self.CreateGrid(2,10) self.SetRowLabelSize(0) col_names = ['Type','base','base 2','base 3','base 4','base 5', 'base 6','abil','misc','Total'] for i in range(len(col_names)): self.SetColLabelValue(i,col_names[i]) self.SetCellValue(0,0,"Melee") self.SetCellValue(1,0,"Ranged") self.refresh_data() self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) #print "looking for containing frame" #a 1.9001 remainder of code in this method. climber = parent nameNode = climber.GetClassName() while nameNode != 'wxFrame': climber = climber.parent nameNode = climber.GetClassName() masterFrame=climber masterFrame.refreshMRdata=self.refresh_data #print getmembers(masterFrame) handler.mrFrame.append(masterFrame) #print "masterFrame=",masterFrame #print "mr.Show=",masterFrame.Show() #print "mf.GetName",masterFrame.GetName() #print "mf.GetClassName",masterFrame.GetClassName() #print "mf.GetId",masterFrame.GetId() #print "mf.GetLabel",masterFrame.GetLabel() #print "mf.GetHandle",masterFrame.GetHandle() #print "mf.GetParent",masterFrame.GetParent() # here, GetParent consistent returns the master frame of the app. #print "mf.GetGParent",masterFrame.GetGrandParent() #here, always None #print "mf.GetTitle",masterFrame.GetTitle() #print "mf.IsEnabled",masterFrame.IsEnabled() #print "mf.IsShown",masterFrame.IsShown() #print "mf.IsTopLevel",masterFrame.IsTopLevel() #print "self.frame=",self.frame def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.GetCellValue(row,col) try: int(value) if col==1: self.rows[row].setAttribute('base',value) elif col==2: self.rows[row].setAttribute('second',value) elif col==3: self.rows[row].setAttribute('third',value) elif col==4: self.rows[row].setAttribute('forth',value) elif col==5: self.rows[row].setAttribute('fifth',value) elif col==6: self.rows[row].setAttribute('sixth',value) elif col==8: self.rows[row].setAttribute('misc',value) #print "row:",row,"value",value,self.rows[row] self.parent.refresh_data() except: self.SetCellValue(row,col,"0") def refresh_data(self): melee = self.handler.get_attack_data('m') ranged = self.handler.get_attack_data('r') tmelee = int(melee[0]) + int(melee[6]) + int(melee[7]) tranged = int(ranged[0]) + int(ranged[6]) + int(ranged[7]) # for i in range(0,7): #d 1.5005 for i in range(0,8): #a 1.5005 self.SetCellValue(0,i+1,str(melee[i])) self.SetCellValue(1,i+1,str(ranged[i])) self.SetCellValue(0,9,str(tmelee)) self.SetCellValue(1,9,str(tranged)) self.SetReadOnly(0,0) self.SetReadOnly(1,0) self.SetReadOnly(0,7) self.SetReadOnly(1,7) self.SetReadOnly(0,9) self.SetReadOnly(1,9) def on_size(self,evt): (w,h) = self.GetClientSizeTuple() cols = self.GetNumberCols() col_w = w/(cols+1) self.SetColSize(0,col_w*2) for i in range(1,cols): self.SetColSize(i,col_w) evt.Skip() self.Refresh() class weapon_panel(wx.Panel): def __init__(self, parent, handler): self.hparent = handler #a 1.5012 self.root = getRoot(self) pname = handler.master_dom.setAttribute("name", 'Weapons') wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer2 = wx.BoxSizer(wx.HORIZONTAL) sizer2.Add(wx.Button(self, 10, "Remove Weapon"), 0, wx.EXPAND) sizer2.Add(wx.Size(10,10)) sizer2.Add(wx.Button(self, 20, "Add Weapon"), 0, wx.EXPAND) sizer.Add(sizer2, 0, wx.EXPAND) sizer.Add(wx.StaticText(self, -1, "Right click a weapon's footnote to see what the footnotes mean."),0, wx.EXPAND)#a 1.5012 self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() self.sizer2 = sizer2 #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.grid.Bind(wx.grid.EVT_GRID_CELL_RIGHT_CLICK, self.on_gridRclick)#a 1.5012 n_list = handler.master_dom.getElementsByTagName('weapon') self.n_list = n_list self.master_dom = handler.master_dom self.handler = handler #trash=input("weapon panel init colnames") self.colAttr = ['name','damage','mod','critical','type','weight', 'range','size','Total','fn', 'comment'] #a 1.5012 col_names = ['Name','Damage','To hit\nmod','Critical','Type','Weight', 'Range','Size','Total','Foot\nnotes','Comment'] #a 1.5012 gridColCount=len(col_names)#a 1.5012 self.grid.CreateGrid(len(n_list),gridColCount,1) #a 1.5012 #self.grid.CreateGrid(len(n_list),9,1) #d 1.5012 self.grid.SetRowLabelSize(0) #col_names = ['Name','damage','mod','critical','type','weight','range', 'size','Total'] #d 1.5012 #for i in range(len(col_names)): #d 1.5012 for i in range(gridColCount): #a 1.5012 self.grid.SetColLabelValue(i,col_names[i]) self.refresh_data() self.temp_dom = None #mark4 #a 1.5012 add entire method. def on_gridRclick(self,evt): #print "weapon_panel, on_rclick: self,evt",self,evt row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) #print "wp, on rclick,grid row,col,value",row,col,value if col == 9 and value != 'None': n = self.n_list[row] name = n.getAttribute('name') #print "we want a panel!" handler = self.hparent #print "handler:",handler # A handler is a node, and nodes have a reference to # the master frame masterFrame = handler.frame #print "masterFrame:",masterFrame title = name+"'s Special Weapon Characteristics" fnFrame = wx.Frame(masterFrame, -1, title) fnFrame.panel = wx.html.HtmlWindow(fnFrame,-1) if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+ "dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('f') # the footnotes #print "weapon_panel - on_rclick f_list",f_list#a 1.6 n = self.n_list[row] name = n.getAttribute('name') footnotes = n.getAttribute('fn') html_str = "<html><body>" html_str += """<table border='1' width=100% ><tr BGCOLOR=#E9E9E9 > <th width='10%'>Note</th><th>Description</th></tr>\n""" #print "rclick,name,fn",name,footnotes if footnotes == "": html_str += "<tr ALIGN='center'><td></td>" html_str += " <td>This weapon has no footnotes</td></tr>" for i in range(len(footnotes)): aNote=footnotes[i] found=False for f in f_list: if f.getAttribute('mark') == aNote: found=True text=f.getAttribute('txt') html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>"+text+"</td></tr>\n") if not found: html_str += ("<tr ALIGN='center'><td>"+aNote+"</td>"+ "<td>is not a recognized footnote</td></tr>\n") html_str += "</table>" html_str += "</body> </html> " #print html_str fnFrame.panel.SetPage(html_str) fnFrame.Show() return pass def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 2 and not int(value): # special case for mod, demoted value = "0" #a 5.012 demoted self.n_list[row].setAttribute('mod',value) # a 5.012 demoted if not (col == 9 and value == "None" and self.n_list[row].getAttribute('fn') == "None" ): #a 5.012 special case for footnotes self.n_list[row].setAttribute(self.colAttr[col],value)#a 5.012 #print "cell change",row,col,value #if col == 0:#d 5.012 use of colAttr removed need for this. # self.n_list[row].setAttribute('name',value) #d 5.012 #elif col == 2: #d 5.012 # try:#d 5.012 simplifying... remove this block. # int(value) # self.n_list[row].setAttribute('mod',value) # #self.refresh_row(row) #d 5.012 did nothing. # except: # value = "0" # self.n_list[row].setAttribute('mod',value) #else: #d 5.012 demoted self.n set. # self.n_list[row].setAttribute(self.grid.GetColLabelValue(col),value) def refresh_row(self,i): n = self.n_list[i] fn = n.getAttribute('fn') #print "fn=",fn name = n.getAttribute('name') mod = n.getAttribute('mod') ran = n.getAttribute('range') total = str(int(mod) + self.handler.get_mod(ran)) self.grid.SetCellValue(i,0,name) self.grid.SetCellValue(i,1,n.getAttribute('damage')) self.grid.SetCellValue(i,2,mod) self.grid.SetCellValue(i,3,n.getAttribute('critical')) self.grid.SetCellValue(i,4,n.getAttribute('type')) self.grid.SetCellValue(i,5,n.getAttribute('weight')) self.grid.SetCellValue(i,6,ran) self.grid.SetCellValue(i,7,n.getAttribute('size') ) self.grid.SetCellValue(i,8,total) self.grid.SetCellValue(i,9,safeGetAttr(n,'fn','None')) #a 1.5012 self.grid.SetCellValue(i,10,safeGetAttr(n,'comment','')) #a 1.5012 #fn=safeGetAttr(n,'fn','None') #a (debug) 1.5012 #print "fn ",fn,"<" #a (debug) 1.5012 #o 1.5012 original damage vs what someone has changed it to. self.grid.SetReadOnly(i,8) def on_remove(self,evt): #o 1.6011 correcting wrongful deletion rows = self.grid.GetNumberRows() #for i in range(rows): #d 1.6011 do it backwards, for i in range(rows-1,-1,-1): #a 1.6011 or you lose context if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) self.n_list = self.master_dom.getElementsByTagName('weapon') self.handler.refresh_weapons() def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3eweapons.xml","r") #tmp = open("c:\clh\codeSamples\sample1.xml","r") #a (debug) 1.5012 xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('weapon') opts = [] #print "weapon_panel - on_add f_list",f_list#a 1.6 for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Weapon','Weapon List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() #print f_list[i] # DOM Element: weapon. new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) #print self.grid.AppendRows # a bound method of wxGrid self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('weapon') #print "self.n_list",self.n_list # list of DOM weapons self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_weapons() dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-40) self.sizer.SetDimension(0,s[1]-40,s[0],25) self.sizer2.SetDimension(0,s[1]-15,s[0],15) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+1) self.grid.SetColSize(0,col_w*2) for i in range(1,cols): self.grid.SetColSize(i,col_w) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class attack_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Melee') self.parent = parent #a 1.9001 wx.Panel.__init__(self, parent, -1) self.a_grid = attack_grid(self, handler) self.w_panel = weapon_panel(self, handler) self.sizer = wx.BoxSizer(wx.VERTICAL) self.sizer.Add(self.a_grid, 1, wx.EXPAND) self.sizer.Add(self.w_panel, 2, wx.EXPAND) self.Bind(wx.EVT_SIZE, self.on_size) def on_size(self,event): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) def refresh_data(self): self.w_panel.refresh_data() self.a_grid.refresh_data() class dnd3earmor(combat_char_child): """ Node Handler for ac. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): combat_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.ac = self #a 1.6009 def get_spell_failure(self): return self.get_total('spellfailure') def get_total_weight(self): return self.get_total('weight') def get_check_pen(self): return self.get_total('checkpenalty') def get_armor_class(self): ac_total = 10 ac_total += self.get_total('bonus') #m 1.5009 change to hardcode dex, was incorrect gv "stat" dex_mod = self.root.abilities.get_mod('Dex')#m 1.5009 hardcode dex max_dex = self.get_max_dex() if dex_mod < max_dex: ac_total += dex_mod else: ac_total += max_dex return ac_total def get_max_dex(self): armor_list = self.master_dom.getElementsByTagName('armor') dex = 10 for a in armor_list: temp = int(a.getAttribute("maxdex")) if temp < dex: dex = temp return dex def get_total(self,attr): armor_list = self.master_dom.getElementsByTagName('armor') total = 0 for a in armor_list: total += int(a.getAttribute(attr)) return total def get_design_panel(self,parent): wnd = outline_panel(parent,self,ac_panel,"Armor") wnd.title = "Armor" return wnd def on_rclick( self, evt ): ac = self.get_armor_class() fac = (int(ac)-(self.root.abilities.get_mod('Dex'))) txt = '((AC: %s Normal, %s Flatfoot))' % ( ac, fac ) #a 1.5002 self.chat.ParsePost( txt, True, True ) def tohtml(self): html_str = """<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th>AC</th><th>Check Penalty</th><th >Spell Failure</th> <th>Max Dex</th><th>Total Weight</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td>"+str(self.get_armor_class())+"</td>" html_str += "<td>"+str(self.get_check_pen())+"</td>" html_str += "<td>"+str(self.get_spell_failure())+"</td>" html_str += "<td>"+str(self.get_max_dex())+"</td>" html_str += "<td>"+str(self.get_total_weight())+"</td></tr></table>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += """<P><table width=100% border=1 ><tr BGCOLOR=#E9E9E9 > <th colspan=3>Armor</th><th>Type</th><th >Bonus</th></tr>""" html_str += "<tr ALIGN='center' >" html_str += "<td colspan=3>"+n.getAttribute('name')+"</td>" html_str += "<td>"+n.getAttribute('type')+"</td>" html_str += "<td>"+n.getAttribute('bonus')+"</td></tr>" html_str += """<tr BGCOLOR=#E9E9E9 >""" html_str += "<th>Check Penalty</th><th>Spell Failure</th>" html_str += "<th>Max Dex</th><th>Speed</th><th>Weight</th></tr>" html_str += "<tr ALIGN='center'>" html_str += "<td>"+n.getAttribute('checkpenalty')+"</td>" html_str += "<td>"+n.getAttribute('spellfailure')+"</td>" html_str += "<td>"+n.getAttribute('maxdex')+"</td>" html_str += "<td>"+n.getAttribute('speed')+"</td>" html_str += "<td>"+n.getAttribute('weight')+"</td></tr></table>" return html_str class ac_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Armor') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Armor"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Armor"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) self.master_dom = handler.master_dom n_list = handler.master_dom._get_childNodes() self.n_list = n_list col_names = ['Armor','bonus','maxdex','cp','sf','weight','speed','type'] self.grid.CreateGrid(len(n_list),len(col_names),1) self.grid.SetRowLabelSize(0) for i in range(len(col_names)): self.grid.SetColLabelValue(i,col_names[i]) self.atts =['name','bonus','maxdex','checkpenalty', 'spellfailure','weight','speed','type'] for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col >= 1 and col <= 5: try: int(value) self.n_list[row].setAttribute(self.atts[col],value) except: self.grid.SetCellValue(row,col,"0") else: self.n_list[row].setAttribute(self.atts[col],value) def refresh_row(self,i): n = self.n_list[i] for y in range(len(self.atts)): self.grid.SetCellValue(i,y,n.getAttribute(self.atts[y])) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3earmor.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('armor') opts = [] for f in f_list: opts.append(f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Armor:','Armor List',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.refresh_row(self.grid.GetNumberRows()-1) dlg.Destroy() def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols+2) self.grid.SetColSize(0,col_w*3) for i in range(1,cols): self.grid.SetColSize(i,col_w) class dnd3esnp(dnd3e_char_child): """ Node Handler for power points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) dnd3e_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.frame = open_rpg.get_component('frame') self.child_handlers = {} self.new_child_handler('spells','Spells',dnd3espells,'book') self.new_child_handler('divine','Divine Spells',dnd3edivine,'book') self.new_child_handler('powers','Powers',dnd3epowers,'book') self.new_child_handler('pp','Power Points',dnd3epp,'gear') self.myeditor = None def new_child_handler(self,tag,text,handler_class,icon='gear'): node_list = self.master_dom.getElementsByTagName(tag) tree = self.tree i = self.tree.icons[icon] new_tree_node = tree.AppendItem(self.mytree_node,text,i,i) handler = handler_class(node_list[0],new_tree_node,self) tree.SetPyData(new_tree_node,handler) self.child_handlers[tag] = handler def get_design_panel(self,parent): return tabbed_panel(parent,self,1) def get_use_panel(self,parent): return tabbed_panel(parent,self,2) # def set_char_pp(self,attr,evl): #d 1.5002 doesn't seem to be used, but # dnd_globals["pp"][attr] = evl #d 1.5002 uses dnd_globals, so tossing. # def get_char_pp( self, attr ): #d 1.5002 doesn't seem to be used, but # return dnd_globals["pp"][attr] #d 1.5002 doesn't seem to be used, but class snp_char_child(node_handler): """ Node Handler for skill. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): node_handler.__init__(self,xml_dom,tree_node) self.char_hander = parent self.drag = False self.frame = open_rpg.get_component('frame') self.myeditor = None def on_drop(self,evt): pass def on_rclick(self,evt): pass def on_ldclick(self,evt): return def on_html(self,evt): html_str = self.tohtml() wnd = http_html_window(self.frame.note,-1) wnd.title = self.master_dom.getAttribute('name') self.frame.add_panel(wnd) wnd.SetPage(html_str) def get_design_panel(self,parent): pass def get_use_panel(self,parent): return self.get_design_panel(parent) def delete(self): pass class dnd3espells(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.spells = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'spell' ) self.spells = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.spells[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): item = self.tree.GetSelection() name = self.tree.GetItemText( item ) if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = self.spells[ name ].getAttribute( 'level' ) descr = self.spells[ name ].getAttribute( 'desc' ) use = self.spells[ name ].getAttribute( 'used' ) memrz = self.spells[ name ].getAttribute( 'memrz' ) use += '+1' charNameL=self.root.general.charName #a 1.5002 left = eval( '%s - ( %s )' % ( memrz, use ) ) if left < 0: txt = '%s Tried to cast %s but has used all of them for today,' #txt +='"Please rest so I can cast more."' % ( dnd_globals["gen"]["Name"], name )##d 1.5002 txt +='"Please rest so I can cast more."' % ( charNameL, name ) #a 1.5002 self.chat.ParsePost( txt, True, False ) else: #txt = '%s casts %s ( level %s, "%s" )' % ( dnd_globals["gen"]["Name"], name, level, descr )#d 1.5002 txt = '%s casts %s ( level %s, "%s" )' % ( charNameL, name, level, descr )#a f 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #txt = '%s can cast %s %d more time%s' % ( dnd_globals["gen"]["Name"], name, left, s )#d 1.5002 txt = '%s can cast %s %d more time%s' % ( charNameL, name, left, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.spells[ name ].setAttribute( 'used', `eval( use )` ) def refresh_spells(self): self.spells = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('spell') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) self.spells[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,spells_panel,"Spells") wnd.title = "Spells" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Arcane Spells</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): return self.char_hander.get_char_lvl(attr) class spells_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Arcane Spells') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Spells"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_spells, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),4,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"No.") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Spell") self.grid.SetColLabelValue(3,"Desc") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 0: self.n_list[row].setAttribute('memrz',value) def refresh_row(self,i): spell = self.n_list[i] memrz = spell.getAttribute('memrz') name = spell.getAttribute('name') type = spell.getAttribute('desc') level = spell.getAttribute('level') self.grid.SetCellValue(i,0,memrz) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3espells.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('spell') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = eval('%s/2' % (lvl)) for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Spell','Spells',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('spell') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_spells() dlg.Destroy() def on_refresh_spells( self, evt ): f_list = self.master_dom.getElementsByTagName('spell') for spell in f_list: spell.setAttribute( 'used', '0' ) def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.10) self.grid.SetColSize(1,w * 0.10) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.50) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3edivine(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.divine = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'gift' ) self.spells = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.spells[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['flask'], icons['flask'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): charNameL=self.root.general.charName #a f 1.5002 item = self.tree.GetSelection() name = self.tree.GetItemText( item ) if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = self.spells[ name ].getAttribute( 'level' ) descr = self.spells[ name ].getAttribute( 'desc' ) use = self.spells[ name ].getAttribute( 'used' ) memrz = self.spells[ name ].getAttribute( 'memrz' ) use += '+1' left = eval( '%s - ( %s )' % ( memrz, use ) ) if left < 0: txt = '%s Tried to cast %s but has used all of them for today,' #m 1.5002 break in 2. txt += "Please rest so I can cast more."' % ( charNameL, name )' #a 1.5002 #txt += "Please rest so I can cast more."' % ( dnd_globals["gen"]["Name"], name ) #d 1.5002 self.chat.ParsePost( txt, True, False ) else: #txt = '%s casts %s ( level %s, "%s" )' % ( dnd_globals["gen"]["Name"], name, level, descr ) #d 1.5002 txt = '%s casts %s ( level %s, "%s" )' % ( charNameL, name, level, descr ) #a 5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #txt = '%s can cast %s %d more time%s' % ( dnd_globals["gen"]["Name"], name, left, s ) #d 1.5002 txt = '%s can cast %s %d more time%s' % ( charNameL, name, left, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.spells[ name ].setAttribute( 'used', `eval( use )` ) def refresh_spells(self): self.spells = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('gift') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['flask'],icons['flask']) tree.SetPyData(new_tree_node,self) self.spells[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,divine_panel,"Spells") wnd.title = "Spells" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Divine Spells</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str def get_char_lvl( self, attr ): return self.char_hander.get_char_lvl(attr) class divine_panel(wx.Panel): def __init__(self, parent, handler): pname = handler.master_dom.setAttribute("name", 'Divine Spells') self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 in this case, we need the functional parent, not the invoking parent. wx.Panel.__init__(self, parent, -1) self.grid =wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Spell"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Spells"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_spells, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),4,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"No.") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Spell") self.grid.SetColLabelValue(3,"Desc") for i in range(len(n_list)): self.refresh_row(i) self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) if col == 0: self.n_list[row].setAttribute('memrz',value) def refresh_row(self,i): spell = self.n_list[i] memrz = spell.getAttribute('memrz') name = spell.getAttribute('name') type = spell.getAttribute('desc') level = spell.getAttribute('level') self.grid.SetCellValue(i,0,memrz) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3edivine.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('gift') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = lvl / 2 for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ")" + f.getAttribute('name')) dlg = wx.SingleChoiceDialog(self,'Choose Spell','Spells',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('gift') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_spells() dlg.Destroy() def on_refresh_spells( self, evt ): f_list = self.master_dom.getElementsByTagName('gift') for spell in f_list: spell.setAttribute( 'used', '0' ) def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.10) self.grid.SetColSize(1,w * 0.10) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.50) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3epowers(snp_char_child): """ Node Handler for classes. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) #a 1.5002 self.root.powers = self #a 1.6009 node_list = self.master_dom.getElementsByTagName( 'power' ) self.powers = {} tree = self.tree icons = self.tree.icons for n in node_list: name = n.getAttribute('name') self.powers[ name ] = n new_tree_node = tree.AppendItem( self.mytree_node, name, icons['gear'], icons['gear'] ) tree.SetPyData( new_tree_node, self ) def on_rclick( self, evt ): charNameL = self.root.general.charName #a f 1.5002 item = self.tree.GetSelection() name = self.tree.GetItemText( item ) charNameL = self.root.general.charName #a 1.5002 if item == self.mytree_node: dnd3e_char_child.on_ldclick( self, evt ) else: level = int(self.powers[ name ].getAttribute( 'level' )) descr = self.powers[ name ].getAttribute( 'desc' ) #use can be removed -mgt #use = self.powers[ name ].getAttribute( 'used' ) points = self.powers[ name ].getAttribute( 'point' ) #cpp and fre are strings without the eval -mgt cpp = eval(self.root.pp.get_char_pp('current1')) #a 1.5002 fre = eval(self.root.pp.get_char_pp('free')) #a 1.5002 if level == 0 and fre > 0: left = eval('%s - ( %s )' % ( fre, points )) numcast = eval('%s / %s' % (left, points)) if left < 0: #In theory you should never see this -mgt txt = ('%s doesnt have enough PowerPoints to use %s' % ( charNameL, name )) #a 1.5002 self.chat.ParsePost( txt, True, False ) else: txt = ('%s uses %s as a Free Talent ( level %s, "%s" )' % ( charNameL, name, level, descr )) #a 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' txt = '%s has %d Free Talent%s left' % ( charNameL, numcast, s ) #a 1.5002 self.chat.ParsePost( txt, False, False ) self.root.pp.set_char_pp('free',left) #a 1.5002 else: left = eval('%s - ( %s )' % ( cpp, points )) #numcast = eval('%s / %s' % (left, points)) if left < 0: txt = '%s doesnt have enough PowerPoints to use %s' % ( charNameL, name ) #m 1.5002 self.chat.ParsePost( txt, True, False ) else: txt = '%s uses %s ( level %s, "%s" )' % ( charNameL, name, level, descr ) #m 1.5002 self.chat.ParsePost( txt, True, False ) s = '' if left != 1: s = 's' #numcast is meaningless here -mgt #txt = '%s can use %s %d more time%s' % ( charNameL, name, numcast, s ) #m 1.5002 #txt += ' - And has %d more PowerpointsP left' % (left) txt = '%s has %d more Powerpoint%s' % ( charNameL, left, s ) #m 1.5002 self.chat.ParsePost( txt, False, False ) self.root.pp.set_char_pp('current1',left) #a 1.5002 def refresh_powers(self): self.powers = {} tree = self.tree icons = self.tree.icons tree.CollapseAndReset(self.mytree_node) node_list = self.master_dom.getElementsByTagName('power') for n in node_list: name = n.getAttribute('name') new_tree_node = tree.AppendItem(self.mytree_node,name,icons['gear'],icons['gear']) tree.SetPyData(new_tree_node,self) self.powers[name]=n def get_design_panel(self,parent): wnd = outline_panel(parent,self,power_panel,"Powers") wnd.title = "Powers" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Powers</th></tr><tr><td><br>" n_list = self.master_dom._get_childNodes() for n in n_list: html_str += "(" + n.getAttribute('level') + ") " + n.getAttribute('name')+ ", " html_str = html_str[:len(html_str)-2] + "</td></tr></table>" return html_str class power_panel(wx.Panel): def __init__(self, parent, handler): #m 1.5015 corrected typo, was Pionic. pname = handler.master_dom.setAttribute("name", 'Psionic Powers') self.hparent = handler #a 1.5002 allow ability to run up tree. In this #a 1.5002 case, we need the functional parent, not the invoking parent. self.root = getRoot(self) #a (debug) 1.5002,1.5014 wx.Panel.__init__(self, parent, -1) self.grid = wx.grid.Grid(self, -1, style=wx.SUNKEN_BORDER | wx.WANTS_CHARS) self.handler = handler sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(self.grid, 1, wx.EXPAND) sizer1 = wx.BoxSizer(wx.HORIZONTAL) sizer1.Add(wx.Button(self, 10, "Remove Power"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 20, "Add Power"), 1, wx.EXPAND) sizer1.Add(wx.Size(10,10)) sizer1.Add(wx.Button(self, 30, "Refresh Power"), 1, wx.EXPAND) sizer.Add(sizer1, 0, wx.EXPAND) self.sizer = sizer self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_BUTTON, self.on_remove, id=10) self.Bind(wx.EVT_BUTTON, self.on_add, id=20) self.Bind(wx.EVT_BUTTON, self.on_refresh_powers, id=30) self.grid.Bind(wx.grid.EVT_GRID_CELL_CHANGE, self.on_cell_change) n_list = handler.master_dom._get_childNodes() self.n_list = n_list self.master_dom = handler.master_dom self.grid.CreateGrid(len(n_list),5,1) self.grid.SetRowLabelSize(0) self.grid.SetColLabelValue(0,"PP") self.grid.SetColLabelValue(1,"Lvl") self.grid.SetColLabelValue(2,"Power") self.grid.SetColLabelValue(3,"Desc") self.grid.SetColLabelValue(4,"Type") for i in range(len(n_list)): self.refresh_row(i) self.refresh_data() self.temp_dom = None def on_cell_change(self,evt): row = evt.GetRow() col = evt.GetCol() value = self.grid.GetCellValue(row,col) """if col == 0: self.n_list[row].setAttribute('memrz',value)""" def refresh_row(self,i): power = self.n_list[i] point = power.getAttribute('point') name = power.getAttribute('name') type = power.getAttribute('desc') test = power.getAttribute('test') level = power.getAttribute('level') self.grid.SetCellValue(i,0,point) self.grid.SetReadOnly(i,0) self.grid.SetCellValue(i,1,level) self.grid.SetReadOnly(i,1) self.grid.SetCellValue(i,2,name) self.grid.SetReadOnly(i,2) self.grid.SetCellValue(i,3,type) self.grid.SetReadOnly(i,3) self.grid.SetCellValue(i,4,test) self.grid.SetReadOnly(i,4) def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) def on_add(self,evt): if not self.temp_dom: tmp = open(orpg.dirpath.dir_struct["dnd3e"]+"dnd3epowers.xml","r") xml_dom = parseXml_with_dlg(self,tmp.read()) xml_dom = xml_dom._get_firstChild() tmp.close() self.temp_dom = xml_dom f_list = self.temp_dom.getElementsByTagName('power') opts = [] #lvl = int(dnd3e_char_child.get_char_lvl('level')) #castlvl = lvl / 2 for f in f_list: spelllvl = f.getAttribute('level') #if spelllvl <= "1": # opts.append("(" + f.getAttribute('level') + ") - " + f.getAttribute('name') + " - " + f.getAttribute('test')) #else: # if eval('%d >= %s' %(castlvl, spelllvl)): opts.append("(" + f.getAttribute('level') + ") - " + f.getAttribute('name') + " - " + f.getAttribute('test')) dlg = wx.SingleChoiceDialog(self,'Choose Power','Powers',opts) if dlg.ShowModal() == wx.ID_OK: i = dlg.GetSelection() new_node = self.master_dom.appendChild(f_list[i].cloneNode(False)) self.grid.AppendRows(1) self.n_list = self.master_dom.getElementsByTagName('power') self.refresh_row(self.grid.GetNumberRows()-1) self.handler.refresh_powers() dlg.Destroy() def on_remove(self,evt): rows = self.grid.GetNumberRows() for i in range(rows): if self.grid.IsInSelection(i,0): self.grid.DeleteRows(i) self.master_dom.removeChild(self.n_list[i]) self.n_list = self.master_dom.getElementsByTagName('weapon') self.handler.refresh_powers() def on_refresh_powers( self, evt ): #a 1.5002,1.5014 s self.root.pp.set_char_pp('current1',self.root.pp.get_char_pp('max1')) self.root.pp.set_char_pp('free',self.root.pp.get_char_pp('maxfree')) #a 1.5002,1.5014 e def on_size(self,event): s = self.GetClientSizeTuple() self.grid.SetDimensions(0,0,s[0],s[1]-25) self.sizer.SetDimension(0,s[1]-25,s[0],25) (w,h) = self.grid.GetClientSizeTuple() cols = self.grid.GetNumberCols() col_w = w/(cols) for i in range(0,cols): self.grid.SetColSize(i,col_w) self.grid.SetColSize(0,w * 0.05) self.grid.SetColSize(1,w * 0.05) self.grid.SetColSize(2,w * 0.30) self.grid.SetColSize(3,w * 0.30) self.grid.SetColSize(4,w * 0.30) def refresh_data(self): for i in range(len(self.n_list)): self.refresh_row(i) class dnd3epp(snp_char_child): """ Node Handler for power points. This handler will be created by dnd3echar_handler. """ def __init__(self,xml_dom,tree_node,parent): snp_char_child.__init__(self,xml_dom,tree_node,parent) self.hparent = parent #a 1.5002 allow ability to run up tree. self.root = getRoot(self) self.root.pp = self self.ppPanel=None def get_design_panel(self,parent): wnd = outline_panel(parent,self,pp_panel,"Power Points") wnd.title = "Power Points" return wnd def tohtml(self): html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 >" #html_str += "<th colspan=8>Power Points</th></tr>" #d 1.6010 html_str += "<th colspan=7>Power Points</th>" #a 1.6010 #m 1.6010 rearanged everything below to "return html_str" html_str += "</tr><tr>" html_str += "<th colspan=2>Max:</th>" html_str += "<td>"+self.master_dom.getAttribute('max1')+"</td>" html_str += "<th colspan=3>Max Talents/day:</th>" html_str += "<td>"+self.master_dom.getAttribute('maxfree')+"</td>" html_str += "</tr><tr>" html_str += "<th colspan=2>Current:</th>" html_str += "<td>"+self.master_dom.getAttribute('current1')+"</td>" html_str += "<th colspan=3>Current Talents/day:</th>" html_str += "<td>"+self.master_dom.getAttribute('free')+"</td>" html_str += "</tr></table>" return html_str def get_char_pp( self, attr ): pp = self.master_dom.getAttribute(attr) #print "dnd3epp -get_char_pp: attr,pp",attr,pp return pp def set_char_pp( self, attr, evl ): qSub = str(evl) #a 1.5014 must force it to be a string for next call. self.master_dom.setAttribute(attr, qSub) #This function needs to be looked at the idea is to refresh the power panel #But it causes a seg fault when you refresh from powers -mgt #if self.ppPanel: #a 1.5015 # self.ppPanel.on_refresh(attr,qSub) #a 1.5015 class pp_panel(wx.Panel): def __init__(self, parent, handler): wx.Panel.__init__(self, parent, -1) self.hparent = handler #a 1.5002 allow ability to run up tree. #a 1.5002 we need the functional parent, not the invoking parent. self.hparent.ppPanel=self #a 1.5xx pname = handler.master_dom.setAttribute("name", 'PowerPoints') self.sizer = wx.FlexGridSizer(2, 4, 2, 2) # rows, cols, hgap, vgap self.master_dom = handler.master_dom self.static1= wx.StaticText(self, -1, "PP Current:") #a 1.5015 self.dyn1= wx.TextCtrl(self, PP_CUR, self.master_dom.getAttribute('current1')) #a 1.5015 self.dyn3= wx.TextCtrl(self, PP_FRE, self.master_dom.getAttribute('free')) #a 1.5015 # self.sizer.AddMany([ (wx.StaticText(self, -1, "PP Current:"), #d 1.5015 # 0, wx.ALIGN_CENTER_VERTICAL), # (wx.TextCtrl(self, PP_CUR, #d 1.5015 # self.master_dom.getAttribute('current1')), 0, wx.EXPAND), self.sizer.AddMany([ (self.static1, 0, wx.ALIGN_CENTER_VERTICAL), (self.dyn1, 0, wx.EXPAND), (wx.StaticText(self, -1, "PP Max:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, PP_MAX, self.master_dom.getAttribute('max1')), 0, wx.EXPAND), (wx.StaticText(self, -1, "Current Free Talants per day:"), 0, wx.ALIGN_CENTER_VERTICAL), (self.dyn3, 0, wx.EXPAND), #a 1.5015 # (wx.TextCtrl(self, PP_FRE, # self.master_dom.getAttribute('free')), 0, wx.EXPAND),#d 1.5015 (wx.StaticText(self, -1, "Max Free Talants per day:"), 0, wx.ALIGN_CENTER_VERTICAL), (wx.TextCtrl(self, PP_MFRE, self.master_dom.getAttribute('maxfree')), 0, wx.EXPAND), ]) self.sizer.AddGrowableCol(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.Fit() #self.Bind(wx.EVT_SIZE, self.on_size) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_MAX) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_CUR) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_FRE) self.Bind(wx.EVT_TEXT, self.on_text, id=PP_MFRE) def on_text(self,evt): id = evt.GetId() if id == PP_CUR: self.master_dom.setAttribute('current1',evt.GetString()) elif id == PP_MAX: self.master_dom.setAttribute('max1',evt.GetString()) elif id == PP_FRE: self.master_dom.setAttribute('free',evt.GetString()) elif id == PP_MFRE: self.master_dom.setAttribute('maxfree',evt.GetString()) def on_size(self,evt): s = self.GetClientSizeTuple() self.sizer.SetDimension(0,0,s[0],s[1]) #a 5.015 this whole function. def on_refresh(self,attr,value): if attr == 'current1': self.dyn1.SetValue(value) else: self.dyn3.SetValue(value)