Remove repetition. This map doesn't need to be so wide.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*/
/**
* @file
* @brief MapModel class implementation
*/
#include <QSettings>
#include "physfs.h"
#include "MapModel.h"
#include "HWApplication.h"
#include "hwconsts.h"
MapModel::MapInfo MapModel::MapInfoRandom = {MapModel::GeneratedMap, "+rnd+", "", 0, "", "", ""};
MapModel::MapInfo MapModel::MapInfoMaze = {MapModel::GeneratedMaze, "+maze+", "", 0, "", "", ""};
MapModel::MapInfo MapModel::MapInfoDrawn = {MapModel::HandDrawnMap, "+drawn+", "", 0, "", "", ""};
void MapModel::loadMaps(MapType maptype)
{
// this method resets the contents of this model (important to know for views).
beginResetModel();
// we'll need the DataManager a few times, so let's get a reference to it
DataManager & datamgr = DataManager::instance();
// fetch list of available maps
QStringList maps =
datamgr.entryList("Maps", QDir::AllDirs | QDir::NoDotAndDotDot);
// empty list, so that we can (re)fill it
QStandardItemModel::clear();
//QList<QStandardItem *> staticMaps;
//QList<QStandardItem *> missionMaps;
QList<QStandardItem *> mapList;
// add mission/static maps to lists
foreach (QString map, maps)
{
// only 2 map relate files are relevant:
// - the cfg file that contains the settings/info of the map
// - the lua file - if it exists it's a mission, otherwise it isn't
QFile mapLuaFile(QString("physfs://Maps/%1/map.lua").arg(map));
QFile mapCfgFile(QString("physfs://Maps/%1/map.cfg").arg(map));
if (mapCfgFile.open(QFile::ReadOnly))
{
QString caption;
QString theme;
quint32 limit = 0;
QString scheme;
QString weapons;
QString desc;
bool dlc;
// if there is a lua file for this map, then it's a mission
bool isMission = mapLuaFile.exists();
MapType type = isMission ? MissionMap : StaticMap;
// if we're supposed to ignore this type, continue
if (type != maptype) continue;
// load map info from file
QTextStream input(&mapCfgFile);
theme = input.readLine();
limit = input.readLine().toInt();
if (isMission) { // scheme and weapons are only relevant for missions
scheme = input.readLine();
weapons = input.readLine();
}
mapCfgFile.close();
// load description (if applicable)
if (isMission)
{
QString locale = HWApplication::keyboardInputLocale().name();
QSettings descSettings(QString("physfs://Maps/%1/desc.txt").arg(map), QSettings::IniFormat);
desc = descSettings.value(locale, QString()).toString().replace("|", "\n").replace("\\,", ",");
}
// detect if map is dlc
QString mapDir = PHYSFS_getRealDir(QString("Maps/%1/map.cfg").arg(map).toLocal8Bit().data());
dlc = !mapDir.startsWith(datadir->absolutePath());
// let's use some semi-sane hedgehog limit, rather than none
if (limit == 0)
limit = 18;
// the default scheme/weaponset for missions.
// if empty we assume the map sets these internally -> locked
if (isMission)
{
if (scheme.isEmpty())
scheme = "locked";
else
scheme.replace("_", " ");
if (weapons.isEmpty())
weapons = "locked";
else
weapons.replace("_", " ");
}
// caption
caption = map;
// we know everything there is about the map, let's get am item for it
QStandardItem * item = MapModel::infoToItem(
QIcon(), caption, type, map, theme, limit, scheme, weapons, desc, dlc);
// append item to the list
mapList.append(item);
}
}
// Create column-index lookup table
m_mapIndexes.clear();
int count = mapList.size();
for (int i = 0; i < count; i++)
{
QStandardItem * si = mapList.at(i);
QVariant v = si->data(Qt::UserRole + 1);
if (v.canConvert<MapInfo>())
m_mapIndexes.insert(v.value<MapInfo>().name, i);
}
QStandardItemModel::appendColumn(mapList);
endResetModel();
}
bool MapModel::mapExists(const QString & map) const
{
return findMap(map) >= 0;
}
int MapModel::findMap(const QString & map) const
{
return m_mapIndexes.value(map, -1);
}
QStandardItem * MapModel::getMap(const QString & map)
{
int loc = findMap(map);
if (loc < 0) return NULL;
return item(loc);
}
QStandardItem * MapModel::infoToItem(
const QIcon & icon,
const QString caption,
MapType type,
QString name,
QString theme,
quint32 limit,
QString scheme,
QString weapons,
QString desc,
bool dlc)
{
QStandardItem * item = new QStandardItem(icon, (dlc ? "*" : "") + caption);
MapInfo mapInfo;
QVariant qvar(QVariant::UserType);
mapInfo.type = type;
mapInfo.name = name;
mapInfo.theme = theme;
mapInfo.limit = limit;
mapInfo.scheme = scheme;
mapInfo.weapons = weapons;
mapInfo.desc = desc.isEmpty() ? tr("No description available.") : desc;
mapInfo.dlc = dlc;
qvar.setValue(mapInfo);
item->setData(qvar, Qt::UserRole + 1);
return item;
}