QTfrontend/model/MapModel.cpp
author nemo
Sat, 30 Mar 2013 08:11:09 -0400
changeset 8822 fc9877ff7f1a
parent 8464 c708b4f5cffc
child 9080 9b42757d7e71
permissions -rw-r--r--
Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.

/*
 * 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;
}