Try suppressing those annoying "incorrect state" messages without actually breaking net play. Alter prior checks on GoBack. NEEDS TESTING.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2010 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 <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include <QMessageBox>
#include <QTableView>
#include <QPushButton>
#include "gamecfgwidget.h"
#include "igbox.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"
GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) :
QGroupBox(parent), mainLayout(this)
{
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);
QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
GameSchemes = new QComboBox(GBoxOptions);
GBoxOptionsLayout->addWidget(GameSchemes, 0, 2);
connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Game scheme"), GBoxOptions), 0, 0);
QPixmap pmEdit(":/res/edit.png");
QPushButton * goToSchemePage = new QPushButton(GBoxOptions);
goToSchemePage->setToolTip(tr("Edit schemes"));
goToSchemePage->setIconSize(pmEdit.size());
goToSchemePage->setIcon(pmEdit);
goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
GBoxOptionsLayout->addWidget(goToSchemePage, 0, 3);
connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 1, 0);
WeaponsName = new QComboBox(GBoxOptions);
GBoxOptionsLayout->addWidget(WeaponsName, 1, 2);
connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
QPushButton * goToWeaponPage = new QPushButton(GBoxOptions);
goToWeaponPage->setToolTip(tr("Edit weapons"));
goToWeaponPage->setIconSize(pmEdit.size());
goToWeaponPage->setIcon(pmEdit);
goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
GBoxOptionsLayout->addWidget(goToWeaponPage, 1, 3);
connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));
//GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Bind schemes with weapons"), GBoxOptions), 2, 0);
bindEntries = new QCheckBox(GBoxOptions);
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\"); }" );
GBoxOptionsLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);
//GBoxOptionsLayout->addWidget(bindEntries, 2, 2);
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(maze_sizeChanged(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)));
}
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
return result;
}
quint32 GameCFGWidget::getInitHealth() const
{
return schemeData(26).toInt();
}
QStringList GameCFGWidget::getFullConfig() const
{
QStringList sl;
sl.append("eseed " + pMapContainer->getCurrentSeed());
sl.append(QString("e$gmflags %1").arg(getGameFlags()));
sl.append(QString("e$damagepct %1").arg(schemeData(24).toInt()));
sl.append(QString("e$turntime %1").arg(schemeData(25).toInt() * 1000));
sl.append(QString("e$sd_turns %1").arg(schemeData(27).toInt()));
sl.append(QString("e$casefreq %1").arg(schemeData(28).toInt()));
sl.append(QString("e$minestime %1").arg(schemeData(29).toInt()));
sl.append(QString("e$minesnum %1").arg(schemeData(30).toInt()));
sl.append(QString("e$minedudpct %1").arg(schemeData(31).toInt()));
sl.append(QString("e$explosives %1").arg(schemeData(32).toInt()));
sl.append(QString("e$healthprob %1").arg(schemeData(33).toInt()));
sl.append(QString("e$hcaseamount %1").arg(schemeData(34).toInt()));
sl.append(QString("e$waterrise %1").arg(schemeData(35).toInt()));
sl.append(QString("e$healthdec %1").arg(schemeData(36).toInt()));
sl.append(QString("e$ropepct %1").arg(schemeData(37).toInt()));
sl.append(QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()));
sl.append(QString("e$mapgen %1").arg(pMapContainer->get_mapgen()));
sl.append(QString("e$maze_size %1").arg(pMapContainer->get_maze_size()));
QString currentMap = pMapContainer->getCurrentMap();
if (currentMap.size() > 0)
{
sl.append("emap " + currentMap);
if(pMapContainer->getCurrentIsMission())
sl.append(QString("escript Maps/%1/map.lua")
.arg(currentMap));
}
sl.append("etheme " + pMapContainer->getCurrentTheme());
return sl;
}
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());
mapgenChanged(pMapContainer->get_mapgen());
maze_sizeChanged(pMapContainer->get_maze_size());
// 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);
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->setMaze_size(value.toUInt());
return;
}
}
if (slValue.size() == 2)
{
if (param == "AMMO") {
setNetAmmo(slValue[0], slValue[1]);
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(pMapContainer->getCurrentIsMission())
{
GameSchemes->setEnabled(false);
WeaponsName->setEnabled(false);
bindEntries->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
else
{
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();
emit paramChanged("SCHEME", sl);
if (bindEntries->isChecked() == true) {
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::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());
}