view orpg/gametree/nodehandlers/dnd35.py @ 83:f38df4bf9715 alpha

Traipse Alpha 'OpenRPG' {090909-00} Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc''s main goal is to offer more advanced features and enhance the productivity of the user. Update Summary: Fixes problems with Text nodes. Fixes log problem in Fog. Fixes Mini Lib loading problem. Fixes problem with whispers in Alias Lib. Creates new Alpha Branch.
author sirebral
date Wed, 09 Sep 2009 17:11:39 -0500
parents 2fa8bd6785a5
children 8827271fbe1b
line wrap: on
line source

#from orpg.tools.orpg_settings import settings #Settings used?
#import orpg.minidom
from core import *
from containers import *
from string import *  #a 1.6003
from inspect import *  #a 1.9001
from orpg.dirpath import dir_struct
dnd35_EXPORT = wx.NewId()

############Global Stuff##############

HP_CUR = wx.NewId()
HP_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

#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 dnd35char_handler(container_handler):
    """ Node handler for a dnd35 charactor
        <nodehandler name='?'  module='dnd35' class='dnd35char_handler2'  />
    """
    def __init__(self,xml_dom,tree_node):
        node_handler.__init__(self,xml_dom,tree_node)
        self.Version = "v1.000" #a 1.6000 general documentation, usage.

        print "dnd35char_handler - version:",self.Version #m 1.6000

        self.hparent = None #a 1.5002 allow ability to run up tree, this is the

        self.frame = component.get('frame')
        self.child_handlers = {}
        self.new_child_handler('general','GeneralInformation',dnd35general,'gear')
        self.new_child_handler('inventory','MoneyAndInventory',dnd35inventory,'money')
        self.new_child_handler('character','ClassesAndStats',dnd35classnstats,'knight')
        self.new_child_handler('snf','SkillsAndFeats',dnd35skillsnfeats,'book')
        self.new_child_handler('combat','Combat',dnd35combat,'spears')

        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 >"
        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.inventory.tohtml() +"</td>"
        html_str += "<td width='50%' valign=top >"+self.classes.tohtml()
        html_str += "<P>" + self.hp.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='" + dir_struct["icon"]
        html_str += "dnd3e_logo.gif' ><br /><b>dnd35 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 dnd35_char_child(node_handler):
    """ Node Handler for skill.  This handler will be
        created by dnd35char_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 = component.get('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 dnd35general(dnd35_char_child):
    """ Node Handler for general information.   This handler will be
        created by dnd35char_handler.
    """
    def __init__(self,xml_dom,tree_node,parent):
        dnd35_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 = component.get('xml').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 = component.get('xml').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 = component.get('xml').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 dnd35inventory(dnd35_char_child):
    """ Node Handler for general information.   This handler will be
        created by dnd35char_handler.
    """
    def __init__(self,xml_dom,tree_node,parent):
        dnd35_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 = "Inventory"
        return wnd

    def tohtml(self):
        n_list = self.master_dom._get_childNodes()
        html_str = "<table width=100% border=1 ><tr BGCOLOR=#E9E9E9 ><th>Inventory</th></tr><tr><td>"
        for n in n_list:
            t_node = component.get('xml').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 = component.get('xml').safe_get_text_node(node)
                t_node._set_nodeValue(value)

    def saveMoney(self, row, col):
        value = self.grid.GetCellValue(row, col)
        t_node = component.get('xml').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 = component.get('xml').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 dnd35classnstats(dnd35_char_child):
    """ Node handler for a dnd35 charactor
        <nodehandler name='?'  module='dnd35' class='dnd35char_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.
        dnd35_char_child.__init__(self,xml_dom,tree_node,parent)
        self.frame = component.get('frame')
        self.child_handlers = {}
        self.new_child_handler('abilities','Abilities Scores',dnd35ability,'gear')
        self.new_child_handler('classes','Classes',dnd35classes,'knight')
        self.new_child_handler('saves','Saves',dnd35saves,'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 dnd35char_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 = component.get('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 dnd35ability(class_char_child):
    """ Node Handler for ability.   This handler will be
        created by dnd35char_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 "dnd35ability - 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
        #    dnd35_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 dnd35classes(class_char_child):
    """ Node Handler for classes.  This handler will be
        created by dnd35char_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_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),3,1)
        self.grid.SetRowLabelSize(0)
        self.grid.SetColLabelValue(0,"Class")
        self.grid.SetColLabelValue(1,"Level")
        self.grid.SetColLabelValue(2,"Refrence")
        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')
        book = n.getAttribute('book')
        self.grid.SetCellValue(i,0,name)
        self.grid.SetReadOnly(i,0)
        self.grid.SetCellValue(i,1,level)
        self.grid.SetCellValue(i,2,book)
        self.grid.SetReadOnly(i,0)
        self.grid.AutoSizeColumn(0)
        self.grid.AutoSizeColumn(1)
        self.grid.AutoSizeColumn(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(dir_struct["dnd35"]+"dnd35classes.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 dnd35saves(class_char_child):
    """ Node Handler for saves.   This handler will be
        created by dnd35char_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 "dnd35saves, 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!"
            #dnd35_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 dnd35skillsnfeats(dnd35_char_child):
    """ Node handler for a dnd35 charactor
        <nodehandler name='?'  module='dnd35' class='dnd35char_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

        node_handler.__init__(self,xml_dom,tree_node)
        dnd35_char_child.__init__(self,xml_dom,tree_node,parent)
        self.frame = component.get('frame')
        self.child_handlers = {}
        self.new_child_handler('skills','Skills',dnd35skill,'book')
        self.new_child_handler('feats','Feats',dnd35feats,'book')
        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 dnd35char_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 = component.get('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 dnd35skill(skills_char_child):
    """ Node Handler for skill.  This handler will be
        created by dnd35char_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,
            #dnd35_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:
            dnd35_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 dnd35 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 dnd35feats(skills_char_child):
    """ Node Handler for classes.  This handler will be
        created by dnd35char_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,"Reference")
        self.grid.SetColLabelValue(2,"Description") #m 1.6 typo correction.
        wrap = wx.grid.GridCellAutoWrapStringRenderer()
        attr = wx.grid.GridCellAttr()
        attr.SetRenderer(wrap)
        self.grid.SetColAttr(2, attr)
        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)
        self.grid.AutoSizeColumn(0)
        self.grid.AutoSizeColumn(1)
        self.grid.AutoSizeColumn(2, False)
        self.grid.AutoSizeRow(i)

    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(dir_struct["dnd35"]+"dnd35feats.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)
        f_list=0; opts=0
        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 dnd35combat(dnd35_char_child):
    """ Node handler for a dnd35 charactor
        <nodehandler name='?'  module='dnd35' class='dnd35char_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
        dnd35_char_child.__init__(self,xml_dom,tree_node,parent)
        self.frame = component.get('frame')
        self.child_handlers = {}
        self.new_child_handler('hp','Hit Points',dnd35hp,'gear')
        self.new_child_handler('attacks','Attacks',dnd35attacks,'spears')
        self.new_child_handler('ac','Armor',dnd35armor,'spears')
        #print "combat",self.child_handlers #a (debug) 1.5002
        #wxMenuItem(self.tree.std_menu, dnd35_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 dnd35char_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 = component.get('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 dnd35hp(combat_char_child):
    """ Node Handler for hit points.  This handler will be
        created by dnd35char_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 dnd35attacks(combat_char_child):
    """ Node Handler for attacks.  This handler will be
        created by dnd35char_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(dir_struct["dnd35"]+"dnd35weapons.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
            #dnd35_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 find(dmg, "Monk Med") > -1:
                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 = dmg.replace("Monk Med", "1d6")
                    elif lvl <= 7:
                        dmg = dmg.replace("Monk Med", "1d8")
                    elif lvl <= 11:
                        dmg = dmg.replace("Monk Med", "1d10")
                    elif lvl <= 15:
                        dmg = dmg.replace("Monk Med", "2d6")
                    elif lvl <= 19:
                        dmg = dmg.replace("Monk Med", "2d8")
                    elif lvl <= 20:
                        dmg = dmg.replace("Monk Med", "2d10")
            if find(dmg, "Monk Small") > -1:
                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 = dmg.replace("Monk Small", "1d4")
                    elif lvl <= 7:
                        dmg = dmg.replace("Monk Small", "1d6")
                    elif lvl <= 11:
                        dmg = dmg.replace("Monk Small", "1d8")
                    elif lvl <= 15:
                        dmg = dmg.replace("Monk Small", "1d10")
                    elif lvl <= 19:
                        dmg = dmg.replace("Monk Small", "2d6")
                    elif lvl <= 20:
                        dmg = dmg.replace("Monk Small", "2d8")
            if find(dmg, "Monk Large") > -1:
                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 = dmg.replace("Monk Large", "1d8")
                    elif lvl <= 7:
                        dmg = dmg.replace("Monk Large", "2d6")
                    elif lvl <= 11:
                        dmg = dmg.replace("Monk Large", "2d8")
                    elif lvl <= 15:
                        dmg = dmg.replace("Monk Large", "3d6")
                    elif lvl <= 19:
                        dmg = dmg.replace("Monk Large", "3d8")
                    elif lvl <= 20:
                        dmg = dmg.replace("Monk Large", "4d8")
            flurry = False
            #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
                flurry = True

            (base, base2, base3, base4, base5, base6, stat_mod, misc) = self.get_attack_data(rangeOrMelee)  #a 1.5008
            name = name.replace('(Monk Med)', '')
            name = name.replace('(Monk Small)', '')
            if not flurry:
                if name == 'Shuriken':
                    for n in xrange(3):
                        self.sendRoll(base, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod, rollAnyWay=True)
                        self.sendRoll(base2, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                        self.sendRoll(base3, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                        self.sendRoll(base4, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                        self.sendRoll(base5, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                        self.sendRoll(base6, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                else:
                    self.sendRoll(base, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod, rollAnyWay=True)
                    self.sendRoll(base2, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                    self.sendRoll(base3, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                    self.sendRoll(base4, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                    self.sendRoll(base5, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
                    self.sendRoll(base6, stat_mod, misc, wepMod, name, '', dmg, aStrengthMod)
            else:
                if monkLvl == None:
                    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
                else:
                    lvl = int(monkLvl)
                    if lvl <= 4:
                        flu = '-2'
                        atks = False
                    elif lvl <= 8:
                        flu = '-1'
                        atks = False
                    elif lvl <= 10:
                        flu = ''
                        atks = False
                    elif lvl <= 20:
                        flu = ''
                        atks = True

                    self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True)
                    self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True)
                    if atks:
                        self.sendRoll(base, stat_mod, misc, wepMod, name, flu, dmg, aStrengthMod, rollAnyWay=True)
                    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, 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 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

        handler.mrFrame.append(masterFrame)


    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)
            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(0,8):    #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_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)

        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(dir_struct["dnd35"]+
                            "dnd35weapons.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


    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(dir_struct["dnd35"]+"dnd35weapons.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(); print
            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 dnd35armor(combat_char_child):
    """ Node Handler for ac.  This handler will be
        created by dnd35char_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(dir_struct["dnd35"]+"dnd35armor.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)