QTfrontend/gamecfgwidget.cpp
author nemo
Fri, 05 Nov 2010 18:56:12 -0400
changeset 4140 1563b216f243
parent 4003 ca0600ab38bf
child 4143 eb7981f34800
permissions -rw-r--r--
revert attempts to block switching weapon while targetting in infinite attack mode. just getting too messy. probably best to allow any weapon to be targetted, and store the target in the gear and draw it there instead of uworld, but I'm leaving this alone

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2010 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#include <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include <QMessageBox>
#include <QTableView>
#include <QPushButton>

#include "gamecfgwidget.h"
#include "igbox.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"

GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) :
  QGroupBox(parent), mainLayout(this)
{
    mainLayout.setMargin(0);
//  mainLayout.setSizeConstraint(QLayout::SetMinimumSize);

    pMapContainer = new HWMapContainer(this);
    mainLayout.addWidget(pMapContainer, 0, 0);

    IconedGroupBox *GBoxOptions = new IconedGroupBox(this);
    GBoxOptions->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
    mainLayout.addWidget(GBoxOptions);

    QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);

    GameSchemes = new QComboBox(GBoxOptions);
    GBoxOptionsLayout->addWidget(GameSchemes, 0, 1);
    connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));

    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Game scheme"), GBoxOptions), 0, 0);

    QPixmap pmEdit(":/res/edit.png");
    
    QPushButton * goToSchemePage = new QPushButton(GBoxOptions);
    goToSchemePage->setToolTip(tr("Edit schemes"));
    goToSchemePage->setIconSize(pmEdit.size());
    goToSchemePage->setIcon(pmEdit);
    goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
    GBoxOptionsLayout->addWidget(goToSchemePage, 0, 2);
    connect(goToSchemePage, SIGNAL(clicked()), this, SIGNAL(goToSchemes()));

    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 1, 0);

    WeaponsName = new QComboBox(GBoxOptions);
    GBoxOptionsLayout->addWidget(WeaponsName, 1, 1);

    connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));

    QPushButton * goToWeaponPage = new QPushButton(GBoxOptions);
    goToWeaponPage->setToolTip(tr("Edit weapons"));
    goToWeaponPage->setIconSize(pmEdit.size());
    goToWeaponPage->setIcon(pmEdit);
    goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
    GBoxOptionsLayout->addWidget(goToWeaponPage, 1, 2);

    connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));

    connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(seedChanged(const QString &)));
    connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(mapChanged(const QString &)));
    connect(pMapContainer, SIGNAL(mapgenChanged(MapGenerator)), this, SLOT(mapgenChanged(MapGenerator)));
    connect(pMapContainer, SIGNAL(maze_sizeChanged(int)), this, SLOT(maze_sizeChanged(int)));
    connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(themeChanged(const QString &)));
    connect(pMapContainer, SIGNAL(newTemplateFilter(int)), this, SLOT(templateFilterChanged(int)));
}

void GameCFGWidget::jumpToWeapons()
{
    emit goToWeapons(WeaponsName->currentText());
}

QVariant GameCFGWidget::schemeData(int column) const
{
    return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column));
}

quint32 GameCFGWidget::getGameFlags() const
{
    quint32 result = 0;

    if (schemeData(1).toBool())
        result |= 0x00001000;       // fort
    if (schemeData(2).toBool())
        result |= 0x00000010;       // divide teams
    if (schemeData(3).toBool())
        result |= 0x00000004;       // solid land
    if (schemeData(4).toBool())
        result |= 0x00000008;       // border
    if (schemeData(5).toBool())
        result |= 0x00000020;       // low gravity
    if (schemeData(6).toBool())
        result |= 0x00000040;       // laser sight
    if (schemeData(7).toBool())
        result |= 0x00000080;       // invulnerable
    if (schemeData(8).toBool())
        result |= 0x00000100;       // mines
    if (schemeData(9).toBool())
        result |= 0x00000200;       // vampirism
    if (schemeData(10).toBool())
        result |= 0x00000400;       // karma
    if (schemeData(11).toBool())
        result |= 0x00000800;       // artillery
    if (schemeData(12).toBool())
        result |= 0x00002000;       // random
    if (schemeData(13).toBool())
        result |= 0x00004000;       // king
    if (schemeData(14).toBool())
        result |= 0x00008000;       // place hogs
    if (schemeData(15).toBool())
        result |= 0x00010000;       // shared ammo
    if (schemeData(16).toBool())
        result |= 0x00020000;       // disable girders
    if (schemeData(17).toBool())
        result |= 0x00040000;       // disable land obj
    if (schemeData(18).toBool())
        result |= 0x00080000;       // ai survival
    if (schemeData(19).toBool())
        result |= 0x00100000;       // infinite attacks
    if (schemeData(20).toBool())
        result |= 0x00200000;       // reset weaps
    if (schemeData(21).toBool())
        result |= 0x00400000;       // per hog ammo

    return result;
}

quint32 GameCFGWidget::getInitHealth() const
{
    return schemeData(24).toInt();
}

QStringList GameCFGWidget::getFullConfig() const
{
    QStringList sl;
    sl.append("eseed " + pMapContainer->getCurrentSeed());
    sl.append(QString("e$gmflags %1").arg(getGameFlags()));
    sl.append(QString("e$damagepct %1").arg(schemeData(22).toInt()));
    sl.append(QString("e$turntime %1").arg(schemeData(23).toInt() * 1000));
    sl.append(QString("e$minestime %1").arg(schemeData(27).toInt() * 1000));
    sl.append(QString("e$minesnum %1").arg(schemeData(28).toInt()));
    sl.append(QString("e$sd_turns %1").arg(schemeData(25).toInt()));
    sl.append(QString("e$casefreq %1").arg(schemeData(26).toInt()));
    sl.append(QString("e$minedudpct %1").arg(schemeData(29).toInt()));
    sl.append(QString("e$explosives %1").arg(schemeData(30).toInt()));
    sl.append(QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()));
    sl.append(QString("e$mapgen %1").arg(pMapContainer->get_mapgen()));
    sl.append(QString("e$maze_size %1").arg(pMapContainer->get_maze_size()));

    QString currentMap = pMapContainer->getCurrentMap();
    if (currentMap.size() > 0)
    {
        sl.append("emap " + currentMap);
        if(pMapContainer->getCurrentIsMission())
            sl.append(QString("escript Maps/%1/map.lua")
                .arg(currentMap));
    }
    sl.append("etheme " + pMapContainer->getCurrentTheme());
    return sl;
}

void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
    bool illegal = ammo.size() != cDefaultAmmoStore->size();
    if (illegal)
        QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme"));

    int pos = WeaponsName->findText(name);
    if ((pos == -1) || illegal) { // prevent from overriding schemes with bad ones
        WeaponsName->addItem(name, ammo);
        WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
    } else {
        WeaponsName->setItemData(pos, ammo);
        WeaponsName->setCurrentIndex(pos);
    }
}

void GameCFGWidget::fullNetConfig()
{
    ammoChanged(WeaponsName->currentIndex());

    seedChanged(pMapContainer->getCurrentSeed());
    templateFilterChanged(pMapContainer->getTemplateFilter());
    themeChanged(pMapContainer->getCurrentTheme());

    schemeChanged(GameSchemes->currentIndex());

    mapgenChanged(pMapContainer->get_mapgen());
    maze_sizeChanged(pMapContainer->get_maze_size());

    // map must be the last
    QString map = pMapContainer->getCurrentMap();
    if (map.size())
        mapChanged(map);
}

void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
{
    if (slValue.size() == 1)
    {
        QString value = slValue[0];
        if (param == "MAP") {
            pMapContainer->setMap(value);
            return;
        }
        if (param == "SEED") {
            pMapContainer->setSeed(value);
            return;
        }
        if (param == "THEME") {
            pMapContainer->setTheme(value);
            return;
        }
        if (param == "TEMPLATE") {
            pMapContainer->setTemplateFilter(value.toUInt());
            return;
        }
        if (param == "MAPGEN") {
            pMapContainer->setMapgen((MapGenerator)value.toUInt());
            return;
        }
        if (param == "MAZE_SIZE") {
            pMapContainer->setMaze_size(value.toUInt());
            return;
        }
    }

    if (slValue.size() == 2)
    {
        if (param == "AMMO") {
            setNetAmmo(slValue[0], slValue[1]);
            return;
        }
    }

    qWarning("Got bad config param from net");
}

void GameCFGWidget::ammoChanged(int index)
{
    if (index >= 0)
        emit paramChanged(
            "AMMO",
            QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
        );
}

void GameCFGWidget::mapChanged(const QString & value)
{
    if(pMapContainer->getCurrentIsMission())
    {
        GameSchemes->setEnabled(false);
        WeaponsName->setEnabled(false);
        GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
    }
    else
    {
        GameSchemes->setEnabled(true);
        WeaponsName->setEnabled(true);
    }
    emit paramChanged("MAP", QStringList(value));
}

void GameCFGWidget::templateFilterChanged(int value)
{
    emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
}

void GameCFGWidget::seedChanged(const QString & value)
{
    emit paramChanged("SEED", QStringList(value));
}

void GameCFGWidget::themeChanged(const QString & value)
{
    emit paramChanged("THEME", QStringList(value));
}

void GameCFGWidget::schemeChanged(int value)
{
    QStringList sl;

    int size = GameSchemes->model()->columnCount();
    for(int i = 0; i < size; ++i)
        sl << schemeData(i).toString();

    emit paramChanged("SCHEME", sl);
}

void GameCFGWidget::mapgenChanged(MapGenerator m)
{
    emit paramChanged("MAPGEN", QStringList(QString::number(m)));
}

void GameCFGWidget::maze_sizeChanged(int s)
{
    emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
}

void GameCFGWidget::resendSchemeData()
{
    schemeChanged(GameSchemes->currentIndex());
}