QTfrontend/model/MapModel.cpp
author koda
Mon, 28 Oct 2013 14:07:04 +0100
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child 9736 d2b01d350035
permissions -rw-r--r--
merge spacecampaign
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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/**
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 * @file
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 * @brief MapModel class implementation
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 */
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#include <QSettings>
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#include "physfs.h"
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#include "MapModel.h"
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#include "HWApplication.h"
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#include "hwconsts.h"
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MapModel::MapInfo MapModel::MapInfoRandom = {MapModel::GeneratedMap, "+rnd+", "", 0, "", "", ""};
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MapModel::MapInfo MapModel::MapInfoMaze = {MapModel::GeneratedMaze, "+maze+", "", 0, "", "", ""};
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MapModel::MapInfo MapModel::MapInfoDrawn = {MapModel::HandDrawnMap, "+drawn+", "", 0, "", "", ""};
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void MapModel::loadMaps(MapType maptype)
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{
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    // this method resets the contents of this model (important to know for views).
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    beginResetModel();
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    // we'll need the DataManager a few times, so let's get a reference to it
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    DataManager & datamgr = DataManager::instance();
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    // fetch list of available maps
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    QStringList maps =
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        datamgr.entryList("Maps", QDir::AllDirs | QDir::NoDotAndDotDot);
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    // empty list, so that we can (re)fill it
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    QStandardItemModel::clear();
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    //QList<QStandardItem *> staticMaps;
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    //QList<QStandardItem *> missionMaps;
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    QList<QStandardItem *> mapList;
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    // add mission/static maps to lists
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    foreach (QString map, maps)
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    {
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        // only 2 map relate files are relevant:
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        // - the cfg file that contains the settings/info of the map
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        // - the lua file - if it exists it's a mission, otherwise it isn't
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        QFile mapLuaFile(QString("physfs://Maps/%1/map.lua").arg(map));
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        QFile mapCfgFile(QString("physfs://Maps/%1/map.cfg").arg(map));
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        if (mapCfgFile.open(QFile::ReadOnly))
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        {
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            QString caption;
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            QString theme;
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            quint32 limit = 0;
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            QString scheme;
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            QString weapons;
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            QString desc;
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            bool dlc;
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            // if there is a lua file for this map, then it's a mission
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            bool isMission = mapLuaFile.exists();
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            MapType type = isMission ? MissionMap : StaticMap;
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            // if we're supposed to ignore this type, continue
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            if (type != maptype) continue;
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            // load map info from file
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            QTextStream input(&mapCfgFile);
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            theme = input.readLine();
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            limit = input.readLine().toInt();
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            if (isMission) { // scheme and weapons are only relevant for missions
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                scheme = input.readLine();
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                weapons = input.readLine();
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            }
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            mapCfgFile.close();
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            // load description (if applicable)
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            if (isMission)
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            {
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                QString locale = HWApplication::keyboardInputLocale().name();
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                QSettings descSettings(QString("physfs://Maps/%1/desc.txt").arg(map), QSettings::IniFormat);
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                desc = descSettings.value(locale, QString()).toString().replace("|", "\n").replace("\\,", ",");
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            }
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            // detect if map is dlc
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            QString mapDir = PHYSFS_getRealDir(QString("Maps/%1/map.cfg").arg(map).toLocal8Bit().data());
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            dlc = !mapDir.startsWith(datadir->absolutePath());
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            // let's use some semi-sane hedgehog limit, rather than none
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            if (limit == 0)
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                limit = 18;
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            // the default scheme/weaponset for missions.
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            // if empty we assume the map sets these internally -> locked
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            if (isMission)
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            {
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                if (scheme.isEmpty())
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                    scheme = "locked";
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                else
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                    scheme.replace("_", " ");
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                if (weapons.isEmpty())
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                    weapons = "locked";
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                else
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                    weapons.replace("_", " ");
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            }
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            // caption
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            caption = map;
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            // we know everything there is about the map, let's get am item for it
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            QStandardItem * item = MapModel::infoToItem(
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                QIcon(), caption, type, map, theme, limit, scheme, weapons, desc, dlc);
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            // append item to the list
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            mapList.append(item);
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        }
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    }
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    // Create column-index lookup table
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    m_mapIndexes.clear();
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    int count = mapList.size();
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    for (int i = 0; i < count; i++)
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    {
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        QStandardItem * si = mapList.at(i);
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        QVariant v = si->data(Qt::UserRole + 1);
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        if (v.canConvert<MapInfo>())
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            m_mapIndexes.insert(v.value<MapInfo>().name, i);
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    }
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    QStandardItemModel::appendColumn(mapList);
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    endResetModel();
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}
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bool MapModel::mapExists(const QString & map) const
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{
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    return findMap(map) >= 0;
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}
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int MapModel::findMap(const QString & map) const
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{
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    return m_mapIndexes.value(map, -1);
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}
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QStandardItem * MapModel::getMap(const QString & map)
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{
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    int loc = findMap(map);
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    if (loc < 0) return NULL;
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    return item(loc);
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}
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QStandardItem * MapModel::infoToItem(
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    const QIcon & icon,
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    const QString caption,
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    MapType type,
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    QString name,
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    QString theme,
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    quint32 limit,
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    QString scheme,
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    QString weapons,
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    QString desc,
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    bool dlc)
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{
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    QStandardItem * item = new QStandardItem(icon, (dlc ? "*" : "") + caption);
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    MapInfo mapInfo;
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    QVariant qvar(QVariant::UserType);
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    mapInfo.type = type;
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    mapInfo.name = name;
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    mapInfo.theme = theme;
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    mapInfo.limit = limit;
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    mapInfo.scheme = scheme;
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    mapInfo.weapons = weapons;
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    mapInfo.desc = desc.isEmpty() ? tr("No description available.") : desc;
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    mapInfo.dlc = dlc;
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    qvar.setValue(mapInfo);
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    item->setData(qvar, Qt::UserRole + 1);
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    return item;
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}