QTfrontend/ui/widget/gamecfgwidget.cpp
author sheepluva
Wed, 25 Apr 2012 08:23:48 +0200
changeset 6928 9562ace15141
parent 6744 7a4db08d291d
child 6930 d187ea93fc4f
permissions -rw-r--r--
nemo said I was boring for removing the "hello" randomizer on room join. That was actually an accident, fixed by this commit. Now find an actual reason to call me boring (there are many to choose from :P) nemo!

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2012 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
 */

#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 "HWDataManager.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"
#include "proto.h"

GameCFGWidget::GameCFGWidget(QWidget* parent) :
    QGroupBox(parent)
    , mainLayout(this)
    , seedRegexp("\\{[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}\\}")
{
    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, 1, 0);

    QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);

    GBoxOptions->setTitle(tr("Game Options"));
    GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), GBoxOptions), 1, 0);

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

    Scripts->addItem("Normal");
    Scripts->insertSeparator(1);

    for (int i = 0; i < scriptList->size(); ++i)
    {
        QString script = (*scriptList)[i].remove(".lua", Qt::CaseInsensitive);
        QList<QVariant> scriptInfo;
        scriptInfo.push_back(script);
        QFile scriptCfgFile(HWDataManager::instance().findFileForRead(
                                QString("Scripts/Multiplayer/%2.cfg").arg(script)));
        if (scriptCfgFile.exists() && scriptCfgFile.open(QFile::ReadOnly))
        {
            QString scheme;
            QString weapons;
            QTextStream input(&scriptCfgFile);
            input >> scheme;
            input >> weapons;
            if (scheme.isEmpty())
                scheme = "locked";
            scheme.replace("_", " ");
            if (weapons.isEmpty())
                weapons = "locked";
            weapons.replace("_", " ");
            scriptInfo.push_back(scheme);
            scriptInfo.push_back(weapons);
            scriptCfgFile.close();
        }
        else
        {
            scriptInfo.push_back("locked");
            scriptInfo.push_back("locked");
        }
        Scripts->addItem(script.replace("_", " "), scriptInfo);
    }

    connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));

    QWidget *SchemeWidget = new QWidget(GBoxOptions);
    GBoxOptionsLayout->addWidget(SchemeWidget, 2, 0, 1, 2);

    QGridLayout *SchemeWidgetLayout = new QGridLayout(SchemeWidget);
    SchemeWidgetLayout->setMargin(0);

    GameSchemes = new QComboBox(SchemeWidget);
    SchemeWidgetLayout->addWidget(GameSchemes, 0, 2);
    connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));

    SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Scheme"), SchemeWidget), 0, 0);

    QPixmap pmEdit(":/res/edit.png");

    QPushButton * goToSchemePage = new QPushButton(SchemeWidget);
    goToSchemePage->setToolTip(tr("Edit schemes"));
    goToSchemePage->setIconSize(pmEdit.size());
    goToSchemePage->setIcon(pmEdit);
    goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
    SchemeWidgetLayout->addWidget(goToSchemePage, 0, 3);
    connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));

    SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Weapons"), SchemeWidget), 1, 0);

    WeaponsName = new QComboBox(SchemeWidget);
    SchemeWidgetLayout->addWidget(WeaponsName, 1, 2);

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

    QPushButton * goToWeaponPage = new QPushButton(SchemeWidget);
    goToWeaponPage->setToolTip(tr("Edit weapons"));
    goToWeaponPage->setIconSize(pmEdit.size());
    goToWeaponPage->setIcon(pmEdit);
    goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
    SchemeWidgetLayout->addWidget(goToWeaponPage, 1, 3);
    connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));

    bindEntries = new QCheckBox(SchemeWidget);
    bindEntries->setToolTip(tr("When this option is enabled selecting a game scheme will auto-select a weapon"));
    bindEntries->setChecked(true);
    bindEntries->setMaximumWidth(42);
    bindEntries->setStyleSheet( "QCheckBox::indicator:checked   { image: url(\":/res/lock.png\"); }"
                                "QCheckBox::indicator:unchecked { image: url(\":/res/unlock.png\");   }" );
    SchemeWidgetLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);

    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(mazeSizeChanged(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)));
    connect(pMapContainer, SIGNAL(drawMapRequested()), this, SIGNAL(goToDrawMap()));
    connect(pMapContainer, SIGNAL(drawnMapChanged(const QByteArray &)), this, SLOT(onDrawnMapChanged(const QByteArray &)));
}

void GameCFGWidget::jumpToSchemes()
{
    emit goToSchemes(GameSchemes->currentIndex());
}

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

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
    if (schemeData(22).toBool())
        result |= 0x00800000;       // no wind
    if (schemeData(23).toBool())
        result |= 0x01000000;       // more wind
    if (schemeData(24).toBool())
        result |= 0x02000000;       // tag team
    if (schemeData(25).toBool())
        result |= 0x04000000;       // bottom border

    return result;
}

quint32 GameCFGWidget::getInitHealth() const
{
    return schemeData(28).toInt();
}

QByteArray GameCFGWidget::getFullConfig() const
{
    QList<QByteArray> bcfg;
    int mapgen = pMapContainer->get_mapgen();

    QString currentMap = pMapContainer->getCurrentMap();
    if (currentMap.size() > 0)
    {
        bcfg << QString("emap " + currentMap).toUtf8();

// engine should figure it out on its own
//        if(pMapContainer->getCurrentIsMission())
//            bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
    }
    bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();

    if (Scripts->currentIndex() > 0)
    {
        bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex()).toList()[0].toString()).toUtf8();
    }

    bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
    bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
    bcfg << QString("e$damagepct %1").arg(schemeData(26).toInt()).toUtf8();
    bcfg << QString("e$turntime %1").arg(schemeData(27).toInt() * 1000).toUtf8();
    bcfg << QString("e$sd_turns %1").arg(schemeData(29).toInt()).toUtf8();
    bcfg << QString("e$casefreq %1").arg(schemeData(30).toInt()).toUtf8();
    bcfg << QString("e$minestime %1").arg(schemeData(31).toInt() * 1000).toUtf8();
    bcfg << QString("e$minesnum %1").arg(schemeData(32).toInt()).toUtf8();
    bcfg << QString("e$minedudpct %1").arg(schemeData(33).toInt()).toUtf8();
    bcfg << QString("e$explosives %1").arg(schemeData(34).toInt()).toUtf8();
    bcfg << QString("e$healthprob %1").arg(schemeData(35).toInt()).toUtf8();
    bcfg << QString("e$hcaseamount %1").arg(schemeData(36).toInt()).toUtf8();
    bcfg << QString("e$waterrise %1").arg(schemeData(37).toInt()).toUtf8();
    bcfg << QString("e$healthdec %1").arg(schemeData(38).toInt()).toUtf8();
    bcfg << QString("e$ropepct %1").arg(schemeData(39).toInt()).toUtf8();
    bcfg << QString("e$getawaytime %1").arg(schemeData(40).toInt()).toUtf8();
    bcfg << QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()).toUtf8();
    bcfg << QString("e$mapgen %1").arg(mapgen).toUtf8();

    switch (mapgen)
    {
        case MAPGEN_MAZE:
            bcfg << QString("e$maze_size %1").arg(pMapContainer->getMazeSize()).toUtf8();
            break;

        case MAPGEN_DRAWN:
        {
            QByteArray data = pMapContainer->getDrawnMapData();
            while(data.size() > 0)
            {
                QByteArray tmp = data;
                tmp.truncate(200);
                tmp.prepend("edraw ");
                bcfg << tmp;
                data.remove(0, 200);
            }
            break;
        }
        default:
            ;
    }

    QByteArray result;

    foreach(QByteArray ba, bcfg)
    HWProto::addByteArrayToBuffer(result, ba);

    return result;
}

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());
    scriptChanged(Scripts->currentIndex());

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

    // 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);
            if (!seedRegexp.exactMatch(value))
            {
                pMapContainer->seedEdit->setVisible(true);
            }
            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->setMazeSize(value.toUInt());
            return;
        }
        if (param == "SCRIPT")
        {
            Scripts->setCurrentIndex(Scripts->findText(value));
            return;
        }
        if (param == "DRAWNMAP")
        {
            pMapContainer->setDrawnMapData(qUncompress(QByteArray::fromBase64(slValue[0].toLatin1())));
            return;
        }
    }

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

    if (slValue.size() == 5)
    {
        if (param == "FULLMAPCONFIG")
        {
            QString seed = slValue[3];
            if (!seedRegexp.exactMatch(seed))
                pMapContainer->seedEdit->setVisible(true);

            pMapContainer->setAllMapParameters(
                slValue[0],
                (MapGenerator)slValue[1].toUInt(),
                slValue[2].toUInt(),
                seed,
                slValue[4].toUInt()
            );
            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(isEnabled() && pMapContainer->getCurrentIsMission())
    {
        Scripts->setEnabled(false);
        Scripts->setCurrentIndex(0);

        if (pMapContainer->getCurrentScheme() == "locked")
        {
            GameSchemes->setEnabled(false);
            GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }
        else
        {
            GameSchemes->setEnabled(true);
            int num = GameSchemes->findText(pMapContainer->getCurrentScheme());
            if (num != -1)
                GameSchemes->setCurrentIndex(num);
            else
                GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }

        if (pMapContainer->getCurrentWeapons() == "locked")
        {
            WeaponsName->setEnabled(false);
            WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }
        else
        {
            WeaponsName->setEnabled(true);
            int num = WeaponsName->findText(pMapContainer->getCurrentWeapons());
            if (num != -1)
                WeaponsName->setCurrentIndex(num);
            else
                WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }

        if (pMapContainer->getCurrentScheme() != "locked" && pMapContainer->getCurrentWeapons() != "locked")
            bindEntries->setEnabled(true);
        else
            bindEntries->setEnabled(false);
    }
    else
    {
        Scripts->setEnabled(true);
        GameSchemes->setEnabled(true);
        WeaponsName->setEnabled(true);
        bindEntries->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 index)
{
    QStringList sl;

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

    if (sl.size()!=1) emit paramChanged("SCHEME", sl);  // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.

    if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
    {
        QString schemeName = GameSchemes->itemText(index);
        for (int i = 0; i < WeaponsName->count(); i++)
        {
            QString weapName = WeaponsName->itemText(i);
            int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
            if (0 == res)
            {
                WeaponsName->setCurrentIndex(i);
                emit ammoChanged(i);
                break;
            }
        }
    }
}

void GameCFGWidget::scriptChanged(int index)
{
    if(isEnabled() && index > 0)
    {
        QString scheme = Scripts->itemData(Scripts->currentIndex()).toList()[1].toString();
        QString weapons = Scripts->itemData(Scripts->currentIndex()).toList()[2].toString();

        if (scheme == "locked")
        {
            GameSchemes->setEnabled(false);
            GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }
        else
        {
            GameSchemes->setEnabled(true);
            int num = GameSchemes->findText(scheme);
            if (num != -1)
                GameSchemes->setCurrentIndex(num);
            else
                GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
        }

        if (weapons == "locked")
        {
            WeaponsName->setEnabled(false);
            WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }
        else
        {
            WeaponsName->setEnabled(true);
            int num = WeaponsName->findText(weapons);
            if (num != -1)
                WeaponsName->setCurrentIndex(num);
            else
                WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
        }

        if (scheme != "locked" && weapons != "locked")
            bindEntries->setEnabled(true);
        else
            bindEntries->setEnabled(false);
    }
    else
    {
        GameSchemes->setEnabled(true);
        WeaponsName->setEnabled(true);
        bindEntries->setEnabled(true);
    }
    emit paramChanged("SCRIPT", QStringList(Scripts->itemText(index)));
}

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());
}

void GameCFGWidget::onDrawnMapChanged(const QByteArray & data)
{
    emit paramChanged("DRAWNMAP", QStringList(qCompress(data, 9).toBase64()));
}