Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2010 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 <QString>
#include <QByteArray>
#include <QUuid>
#include "game.h"
#include "hwconsts.h"
#include "gameuiconfig.h"
#include "gamecfgwidget.h"
#include "teamselect.h"
#include "KB.h"
#include "proto.h"
#include <QTextStream>
QString training; // TODO: Cleaner solution?
HWGame::HWGame(GameUIConfig * config, GameCFGWidget * gamecfg, QString ammo, TeamSelWidget* pTeamSelWidget) :
TCPBase(true),
ammostr(ammo),
m_pTeamSelWidget(pTeamSelWidget)
{
this->config = config;
this->gamecfg = gamecfg;
TeamCount = 0;
}
HWGame::~HWGame()
{
SetGameState(gsDestroyed);
}
void HWGame::onClientDisconnect()
{
switch (gameType) {
case gtDemo: break;
case gtNet:
emit HaveRecord(true, demo);
break;
default:
if (gameState == gsInterrupted) emit HaveRecord(false, demo);
else if (gameState == gsFinished) emit HaveRecord(true, demo);
}
SetGameState(gsStopped);
}
void HWGame::commonConfig()
{
QByteArray buf;
QString gt;
switch (gameType) {
case gtDemo:
gt = "TD";
break;
case gtNet:
gt = "TN";
break;
default:
gt = "TL";
}
HWProto::addStringToBuffer(buf, gt);
HWProto::addStringListToBuffer(buf, gamecfg->getFullConfig());
if (m_pTeamSelWidget)
{
QList<HWTeam> teams = m_pTeamSelWidget->getPlayingTeams();
for(QList<HWTeam>::iterator it = teams.begin(); it != teams.end(); ++it)
{
HWProto::addStringListToBuffer(buf,
(*it).TeamGameConfig(gamecfg->getInitHealth()));
HWProto::addStringToBuffer(buf, QString("eammloadt %1").arg(ammostr.mid(0, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammprob %1").arg(ammostr.mid(cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammdelay %1").arg(ammostr.mid(2 * cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammreinf %1").arg(ammostr.mid(3 * cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(buf, QString("eammstore"));
}
}
RawSendIPC(buf);
}
void HWGame::SendConfig()
{
commonConfig();
}
void HWGame::SendQuickConfig()
{
QByteArray teamscfg;
HWProto::addStringToBuffer(teamscfg, "TL");
HWProto::addStringToBuffer(teamscfg, QString("etheme %1")
.arg((Themes->size() > 0) ? Themes->at(rand() % Themes->size()) : "steel"));
HWProto::addStringToBuffer(teamscfg, "eseed " + QUuid::createUuid().toString());
HWNamegen namegen;
HWTeam * team1;
team1 = new HWTeam;
team1->difficulty = 0;
team1->teamColor = *color1;
team1->numHedgehogs = 4;
namegen.TeamRandomNames(team1,TRUE);
HWProto::addStringListToBuffer(teamscfg,
team1->TeamGameConfig(100));
HWTeam * team2;
team2 = new HWTeam;
team2->difficulty = 4;
team2->teamColor = *color2;
team2->numHedgehogs = 4;
do
namegen.TeamRandomNames(team2,TRUE);
while(!team2->TeamName.compare(team1->TeamName) || !team2->Hedgehogs[0].Hat.compare(team1->Hedgehogs[0].Hat));
HWProto::addStringListToBuffer(teamscfg,
team2->TeamGameConfig(100));
HWProto::addStringToBuffer(teamscfg, QString("eammloadt %1").arg(cDefaultAmmoStore->mid(0, cAmmoNumber)));
HWProto::addStringToBuffer(teamscfg, QString("eammprob %1").arg(cDefaultAmmoStore->mid(cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(teamscfg, QString("eammdelay %1").arg(cDefaultAmmoStore->mid(2 * cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(teamscfg, QString("eammreinf %1").arg(cDefaultAmmoStore->mid(3 * cAmmoNumber, cAmmoNumber)));
HWProto::addStringToBuffer(teamscfg, QString("eammstore"));
HWProto::addStringToBuffer(teamscfg, QString("eammstore"));
RawSendIPC(teamscfg);
}
void HWGame::SendTrainingConfig()
{
QByteArray traincfg;
HWProto::addStringToBuffer(traincfg, "TL");
HWProto::addStringToBuffer(traincfg, "escript " + datadir->absolutePath() + "/Missions/Training/" + training + ".lua");
RawSendIPC(traincfg);
}
void HWGame::SendNetConfig()
{
commonConfig();
}
void HWGame::ParseMessage(const QByteArray & msg)
{
switch(msg.at(1)) {
case '?': {
SendIPC("!");
break;
}
case 'C': {
switch (gameType) {
case gtLocal: {
SendConfig();
break;
}
case gtQLocal: {
SendQuickConfig();
break;
}
case gtDemo: break;
case gtNet: {
SendNetConfig();
break;
}
case gtTraining: {
SendTrainingConfig();
break;
}
}
break;
}
case 'E': {
int size = msg.size();
emit ErrorMessage(QString("Last two engine messages:\n") + QString().append(msg.mid(2)).left(size - 4));
return;
}
case 'K': {
ulong kb = msg.mid(2).toULong();
if (kb==1) {
qWarning("%s", KBMessages[kb - 1].toLocal8Bit().constData());
return;
}
if (kb && kb <= KBmsgsCount)
{
emit ErrorMessage(KBMessages[kb - 1]);
}
return;
}
case 'i': {
emit GameStats(msg.at(2), QString::fromUtf8(msg.mid(3)));
break;
}
case 'Q': {
SetGameState(gsInterrupted);
break;
}
case 'q': {
SetGameState(gsFinished);
break;
}
case 's': {
int size = msg.size();
QString msgbody = QString::fromUtf8(msg.mid(2).left(size - 4));
emit SendChat(msgbody);
// FIXME: /me command doesn't work here
QByteArray buf;
HWProto::addStringToBuffer(buf, "s" + HWProto::formatChatMsg(config->netNick(), msgbody) + "\x20\x20");
demo.append(buf);
break;
}
case 'b': {
int size = msg.size();
QString msgbody = QString::fromUtf8(msg.mid(2).left(size - 4));
emit SendTeamMessage(msgbody);
break;
}
default: {
if (gameType == gtNet)
{
emit SendNet(msg);
}
if (msg.at(1) != 's')
demo.append(msg);
}
}
}
void HWGame::FromNet(const QByteArray & msg)
{
RawSendIPC(msg);
}
void HWGame::FromNetChat(const QString & msg)
{
QByteArray buf;
HWProto::addStringToBuffer(buf, 's' + msg + "\x20\x20");
RawSendIPC(buf);
}
void HWGame::onClientRead()
{
quint8 msglen;
quint32 bufsize;
while (!readbuffer.isEmpty() && ((bufsize = readbuffer.size()) > 0) &&
((msglen = readbuffer.data()[0]) < bufsize))
{
QByteArray msg = readbuffer.left(msglen + 1);
readbuffer.remove(0, msglen + 1);
ParseMessage(msg);
}
}
QStringList HWGame::setArguments()
{
QStringList arguments;
QRect resolution = config->vid_Resolution();
arguments << cfgdir->absolutePath();
arguments << QString::number(resolution.width());
arguments << QString::number(resolution.height());
arguments << QString::number(config->bitDepth()); // bpp
arguments << QString("%1").arg(ipc_port);
arguments << (config->vid_Fullscreen() ? "1" : "0");
arguments << (config->isSoundEnabled() ? "1" : "0");
#ifdef _WIN32
arguments << (config->isSoundHardware() ? "1" : "0");
#else
arguments << "0";
#endif
arguments << (config->isWeaponTooltip() ? "1" : "0");
arguments << tr("en.txt");
arguments << QString::number(config->volume()); // sound volume
arguments << QString::number(config->timerInterval());
arguments << datadir->absolutePath();
arguments << (config->isShowFPSEnabled() ? "1" : "0");
arguments << (config->isAltDamageEnabled() ? "1" : "0");
arguments << config->netNick().toUtf8().toBase64();
arguments << (config->isMusicEnabled() ? "1" : "0");
arguments << (config->isReducedQuality() ? "1" : "0");
return arguments;
}
void HWGame::AddTeam(const QString & teamname)
{
if (TeamCount == 5) return;
teams[TeamCount] = teamname;
TeamCount++;
}
void HWGame::PlayDemo(const QString & demofilename)
{
gameType = gtDemo;
QFile demofile(demofilename);
if (!demofile.open(QIODevice::ReadOnly))
{
emit ErrorMessage(tr("Cannot open demofile %1").arg(demofilename));
return ;
}
// read demo
toSendBuf = demofile.readAll();
// run engine
demo.clear();
Start();
SetGameState(gsStarted);
}
void HWGame::StartNet()
{
gameType = gtNet;
demo.clear();
Start();
SetGameState(gsStarted);
}
void HWGame::StartLocal()
{
gameType = gtLocal;
demo.clear();
Start();
SetGameState(gsStarted);
}
void HWGame::StartQuick()
{
gameType = gtQLocal;
demo.clear();
Start();
SetGameState(gsStarted);
}
void HWGame::StartTraining(const QString & file)
{
gameType = gtTraining;
training = file;
demo.clear();
Start();
SetGameState(gsStarted);
}
void HWGame::SetGameState(GameState state)
{
gameState = state;
emit GameStateChanged(state);
}