Use generic team names for non-themed random teams; add a bunch of more random team names
First team name list in types.ini are considered to be generic. If the random team
generator decides to use hats not taken from types.ini, it only uses a generic team
name, not one of the other themed team names.
/* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *//** * @file * @brief SDLInteraction class implementation */#include "SDL.h"#include "SDL_mixer.h"#include "HWApplication.h"#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */#include "gameuiconfig.h"#include "SDLInteraction.h"#include "physfsrwops.h"extern char sdlkeys[1024][2][128];extern char xb360buttons[][128];extern char xb360dpad[128];extern char xbox360axes[][128];SDLInteraction & SDLInteraction::instance(){ static SDLInteraction instance; return instance;}SDLInteraction::SDLInteraction(){ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK); m_audioInitialized = false; m_music = NULL; m_musicTrack = ""; m_isPlayingMusic = false; lastchannel = 0; if(SDL_NumJoysticks()) addGameControllerKeys(); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); m_soundMap = new QMap<QString,Mix_Chunk*>();}SDLInteraction::~SDLInteraction(){ stopMusic(); if (m_audioInitialized) { if (m_music != NULL) { Mix_HaltMusic(); Mix_FreeMusic(m_music); } Mix_CloseAudio(); } SDL_Quit(); delete m_soundMap;}QStringList SDLInteraction::getResolutions() const{ QStringList result; int modesNumber = SDL_GetNumDisplayModes(0); SDL_DisplayMode mode; for(int i = 0; i < modesNumber; ++i) { SDL_GetDisplayMode(0, i, &mode); if ((mode.w >= 640) && (mode.h >= 480)) result << QString("%1x%2").arg(mode.w).arg(mode.h); } return result;}void SDLInteraction::addGameControllerKeys() const{ QStringList result;#if SDL_VERSION_ATLEAST(2, 0, 0)// TODO or not TODO?#else int i = 0; while(i < 1024 && sdlkeys[i][1][0] != '\0') i++; // Iterate through all game controllers for(int jid = 0; jid < SDL_NumJoysticks(); jid++) { SDL_Joystick* joy = SDL_JoystickOpen(jid); // Retrieve the game controller's name and strip "Controller (...)" that's added by some drivers (English only) QString joyname = QString(SDL_JoystickName(jid)).replace(QRegExp("^Controller \\((.*)\\)$"), "\\1"); // Connected Xbox 360 controller? Use specific button names then // Might be interesting to add 'named' buttons for the most often used gamepads bool isxb = joyname.contains("Xbox 360"); // This part of the string won't change for multiple keys/hats, so keep it QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1); // Register entries for missing axes not assigned to sticks of this joystick/gamepad for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++) { // Again store the part of the string not changing for multiple uses QString axis = prefix + HWApplication::translate("binds (keys)", "Axis") + QString(" %1 ").arg(aid + 1); // Entry for "Axis Up" sprintf(sdlkeys[i][0], "j%da%du", jid, aid); sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : axis + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); // Entry for "Axis Down" sprintf(sdlkeys[i][0], "j%da%dd", jid, aid); sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : axis + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData()); } // Register entries for all coolie hats of this joystick/gamepad for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++) { // Again store the part of the string not changing for multiple uses QString hat = prefix + (isxb ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::translate("binds (keys)", "Hat") + QString(" %1 ").arg(hid + 1)); // Entry for "Hat Up" sprintf(sdlkeys[i][0], "j%dh%du", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Up)")).toUtf8().constData()); // Entry for "Hat Down" sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Down)")).toUtf8().constData()); // Entry for "Hat Left" sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Left)")).toUtf8().constData()); // Entry for "Hat Right" sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid); sprintf(sdlkeys[i++][1], "%s", (hat + HWApplication::translate("binds (keys)", "(Right)")).toUtf8().constData()); } // Register entries for all buttons of this joystick/gamepad for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++) { // Buttons sprintf(sdlkeys[i][0], "j%db%d", jid, bid); sprintf(sdlkeys[i++][1], "%s", (prefix + ((isxb && bid < 10) ? (HWApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : HWApplication::translate("binds (keys)", "Button") + QString(" %1").arg(bid + 1))).toUtf8().constData()); } // Close the game controller as we no longer need it SDL_JoystickClose(joy); } if(i >= 1024) i = 1023; // Terminate the list sdlkeys[i][0][0] = '\0'; sdlkeys[i][1][0] = '\0'; #endif}void SDLInteraction::SDLAudioInit(){ // don't init again if (m_audioInitialized) return; SDL_Init(SDL_INIT_AUDIO); if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */ m_audioInitialized = true;}void SDLInteraction::playSoundFile(const QString & soundFile){ if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return; SDLAudioInit(); if (!m_audioInitialized) return; if (!m_soundMap->contains(soundFile)) m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1)); //FIXME: this is a hack, but works as long as we have few concurrent playing sounds if (Mix_Playing(lastchannel) == false) lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0);}void SDLInteraction::setMusicTrack(const QString & musicFile){ bool wasPlayingMusic = m_isPlayingMusic; stopMusic(); if (m_music != NULL) { Mix_FreeMusic(m_music); m_music = NULL; } m_musicTrack = musicFile; if (wasPlayingMusic) startMusic();}void SDLInteraction::startMusic(){ if (m_isPlayingMusic) return; m_isPlayingMusic = true; if (m_musicTrack.isEmpty()) return; SDLAudioInit(); if (!m_audioInitialized) return; if (m_music == NULL) m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData()), 0); Mix_VolumeMusic(MIX_MAX_VOLUME/4); Mix_FadeInMusic(m_music, -1, 1750);}void SDLInteraction::stopMusic(){ if (m_isPlayingMusic && (m_music != NULL)) { // fade out music to finish 0,5 seconds from now while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic()) { SDL_Delay(100); } } m_isPlayingMusic = false;}QSize SDLInteraction::getCurrentResolution(){ SDL_DisplayMode mode; SDL_GetDesktopDisplayMode(0, &mode); return QSize(mode.w, mode.h);}