QTfrontend/model/MapModel.cpp
author sheepluva
Sat, 28 Apr 2012 12:35:29 +0200
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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/**
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 * @file
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 * @brief MapModel class implementation
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 */
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#include "MapModel.h"
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void MapModel::loadMaps()
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{
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    // this method resets the contents of this model (important to know for views).
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    beginResetModel();
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    // we'll need the DataManager a few times, so let's get a reference to it
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    DataManager & datamgr = DataManager::instance();
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    // fetch list of available maps
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    QStringList maps =
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        datamgr.entryList("Maps", QDir::AllDirs | QDir::NoDotAndDotDot);
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    // empty list, so that we can (re)fill it
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    QStandardItemModel::clear();
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    QList<QStandardItem *> genMaps;
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    QList<QStandardItem *> missionMaps;
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    QList<QStandardItem *> staticMaps;
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    // add generated/handdrawn maps to list
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    // TODO: icons for these
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    genMaps.append(
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        infoToItem(QIcon(), QComboBox::tr("generated map..."), GeneratedMap, "+rnd+"));
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    genMaps.append(
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        infoToItem(QIcon(), QComboBox::tr("generated maze..."), GeneratedMaze, "+maze+"));
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    genMaps.append(
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        infoToItem(QIcon(), QComboBox::tr("hand drawn map..."), HandDrawnMap, "+drawn+"));
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    // only 2 map relate files are relevant:
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    // - the cfg file that contains the settings/info of the map
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    // - the lua file - if it exists it's a mission, otherwise it isn't
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    QFile mapLuaFile;
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    QFile mapCfgFile;
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    // add mission/static maps to lists
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    foreach (QString map, maps)
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    {
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        mapCfgFile.setFileName(
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            datamgr.findFileForRead(QString("Maps/%1/map.cfg").arg(map)));
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        mapLuaFile.setFileName(
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            datamgr.findFileForRead(QString("Maps/%1/map.lua").arg(map)));
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        if (mapCfgFile.open(QFile::ReadOnly))
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        {
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            QString caption;
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            QString theme;
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            quint32 limit = 0;
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            QString scheme;
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            QString weapons;
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            // if there is a lua file for this map, then it's a mission
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            bool isMission = mapLuaFile.exists();
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            MapType type = isMission?MissionMap:StaticMap;
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            // load map info from file
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            QTextStream input(&mapCfgFile);
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            input >> theme;
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            input >> limit;
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            if (isMission) { // scheme and weapons are only relevant for missions
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                input >> scheme;
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                input >> weapons;
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            }
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            mapCfgFile.close();
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            // let's use some semi-sane hedgehog limit, rather than none
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            if (limit == 0)
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                limit = 18;
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            // the default scheme/weaponset for missions.
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            // if empty we assume the map sets these internally -> locked
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            if (isMission)
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            {
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                if (scheme.isEmpty())
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                    scheme = "locked";
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                else
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                    scheme.replace("_", " ");
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                if (weapons.isEmpty())
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                    weapons = "locked";
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                else
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                    weapons.replace("_", " ");
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            }
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            // add a mission caption prefix to missions
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            if (isMission)
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            {
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                // TODO: icon
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                caption = QComboBox::tr("Mission") + ": " + map;
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            }
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            else
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                caption = map;
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            // we know everything there is about the map, let's get am item for it
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            QStandardItem * item = infoToItem(
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                QIcon(), caption, type, map, theme, limit, scheme, weapons);
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            // append item to the list
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            if (isMission)
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                missionMaps.append(item);
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            else
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                staticMaps.append(item);
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        }
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    }
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    // define a separator item
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    QStandardItem separator("---");
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    separator.setData(QLatin1String("separator"), Qt::AccessibleDescriptionRole);
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    separator.setFlags(separator.flags() & ~( Qt::ItemIsEnabled | Qt::ItemIsSelectable ) );
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    // create list:
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    // generated+handdrawn maps, 2 saperators, missions, 1 separator, static maps
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    QList<QStandardItem * > items;
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    items.append(genMaps);
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    items.append(separator.clone());
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    items.append(separator.clone());
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    items.append(missionMaps);
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    items.append(separator.clone());
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    items.append(staticMaps);
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    // store start-index and count of relevant types
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    typeLoc.insert(GeneratedMap, QPair<int,int>(0, 1));
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    typeLoc.insert(GeneratedMaze, QPair<int,int>(1, 1));
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    typeLoc.insert(HandDrawnMap, QPair<int,int>(2, 1));
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    // mission maps
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    int startIdx = genMaps.size() + 2; // start after genMaps and 2 separators
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    int count = missionMaps.size();
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    typeLoc.insert(MissionMap, QPair<int,int>(startIdx, count));
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    // static maps
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    startIdx += count + 1; // start after missions and 2 separators
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    count = staticMaps.size();
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    typeLoc.insert(StaticMap, QPair<int,int>(startIdx, count));
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    // store list contents in the item model
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    QStandardItemModel::appendColumn(items);
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    endResetModel();
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}
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int MapModel::mapCount(MapType type) const
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{
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    // return the count for this type
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    // fetch it from the second int in typeLoc, return 0 if no entry
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    return typeLoc.value(type, QPair<int,int>(0,0)).second;
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}
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int MapModel::randomMap(MapType type) const
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{
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    // return a random index for this type or -1 if none available
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    QPair<int,int> loc = typeLoc.value(type, QPair<int,int>(-1,0));
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    int startIdx = loc.first;
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    int count = loc.second;
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    if (count < 1)
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        return -1;
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    else
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        return startIdx + (rand() % count);
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}
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QStandardItem * MapModel::infoToItem(
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    const QIcon & icon,
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    const QString caption,
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    MapType type,
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    QString name,
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    QString theme,
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    quint32 limit,
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    QString scheme,
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    QString weapons)
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const
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{
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    QStandardItem * item = new QStandardItem(icon, caption);
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    MapInfo mapInfo;
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    QVariant qvar(QVariant::UserType);
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    mapInfo.type = type;
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    mapInfo.name = name;
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    mapInfo.theme = theme;
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    mapInfo.limit = limit;
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    mapInfo.scheme = scheme;
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    mapInfo.weapons = weapons;
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    qvar.setValue(mapInfo);
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    item->setData(qvar, Qt::UserRole + 1);
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    return item;
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}