This test is intended to avoid repeatedly calling 5 ScriptSetIntegers each script call, that won't ever change after the map is created.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 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 <QScrollBar>
#include <QTabWidget>
#include <QPushButton>
#include <QDebug>
#include <QList>
#include "gamecfgwidget.h"
#include "igbox.h"
#include "DataManager.h"
#include "hwconsts.h"
#include "ammoSchemeModel.h"
#include "proto.h"
#include "GameStyleModel.h"
#include "themeprompt.h"
GameCFGWidget::GameCFGWidget(QWidget* parent) :
QGroupBox(parent)
, mainLayout(this)
, seedRegexp("\\{[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}\\}")
{
mainLayout.setMargin(0);
setMinimumHeight(310);
setMaximumHeight(447);
setMinimumWidth(470);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
m_master = true;
// Easy containers for the map/game options in either stacked or tabbed mode
mapContainerFree = new QWidget();
mapContainerTabbed = new QWidget();
optionsContainerFree = new QWidget();
optionsContainerTabbed = new QWidget();
tabbed = false;
// Container for when in tabbed mode
tabs = new QTabWidget(this);
tabs->setFixedWidth(470);
tabs->setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
tabs->addTab(mapContainerTabbed, tr("Map"));
tabs->addTab(optionsContainerTabbed, tr("Game options"));
tabs->setObjectName("gameCfgWidgetTabs");
mainLayout.addWidget(tabs, 1);
tabs->setVisible(false);
// Container for when in stacked mode
StackContainer = new QWidget();
StackContainer->setObjectName("gameStackContainer");
mainLayout.addWidget(StackContainer, 1);
QVBoxLayout * stackLayout = new QVBoxLayout(StackContainer);
// Map options
pMapContainer = new HWMapContainer(mapContainerFree);
stackLayout->addWidget(mapContainerFree, 0, Qt::AlignHCenter);
pMapContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
pMapContainer->setFixedSize(width() - 14, 278);
mapContainerFree->setFixedSize(pMapContainer->width(), pMapContainer->height());
// Horizontal divider
QFrame * divider = new QFrame();
divider->setFrameShape(QFrame::HLine);
divider->setFrameShadow(QFrame::Plain);
stackLayout->addWidget(divider, 0, Qt::AlignBottom);
//stackLayout->setRowMinimumHeight(1, 10);
// Game options
optionsContainerTabbed->setContentsMargins(0, 0, 0, 0);
optionsContainerFree->setFixedSize(width() - 14, 140);
stackLayout->addWidget(optionsContainerFree, 0, Qt::AlignHCenter);
OptionsInnerContainer = new QWidget(optionsContainerFree);
m_childWidgets << OptionsInnerContainer;
OptionsInnerContainer->setFixedSize(optionsContainerFree->width(), optionsContainerFree->height());
OptionsInnerContainer->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Preferred);
GBoxOptionsLayout = new QGridLayout(OptionsInnerContainer);
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), this), 1, 0);
Scripts = new QComboBox(this);
GBoxOptionsLayout->addWidget(Scripts, 1, 1);
Scripts->setModel(DataManager::instance().gameStyleModel());
m_curScript = Scripts->currentText();
connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));
QWidget *SchemeWidget = new QWidget(this);
GBoxOptionsLayout->addWidget(SchemeWidget, 2, 0, 1, 2);
QGridLayout *SchemeWidgetLayout = new QGridLayout(SchemeWidget);
SchemeWidgetLayout->setMargin(0);
GameSchemes = new QComboBox(SchemeWidget);
SchemeWidgetLayout->addWidget(GameSchemes, 0, 2);
connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));
SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Scheme"), SchemeWidget), 0, 0);
QPixmap pmEdit(":/res/edit.png");
QPushButton * goToSchemePage = new QPushButton(SchemeWidget);
goToSchemePage->setWhatsThis(tr("Edit schemes"));
goToSchemePage->setIconSize(pmEdit.size());
goToSchemePage->setIcon(pmEdit);
goToSchemePage->setMaximumWidth(pmEdit.width() + 6);
SchemeWidgetLayout->addWidget(goToSchemePage, 0, 3);
connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));
SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Weapons"), SchemeWidget), 1, 0);
WeaponsName = new QComboBox(SchemeWidget);
SchemeWidgetLayout->addWidget(WeaponsName, 1, 2);
connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
QPushButton * goToWeaponPage = new QPushButton(SchemeWidget);
goToWeaponPage->setWhatsThis(tr("Edit weapons"));
goToWeaponPage->setIconSize(pmEdit.size());
goToWeaponPage->setIcon(pmEdit);
goToWeaponPage->setMaximumWidth(pmEdit.width() + 6);
SchemeWidgetLayout->addWidget(goToWeaponPage, 1, 3);
connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));
bindEntries = new QCheckBox(SchemeWidget);
bindEntries->setWhatsThis(tr("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\"); }" );
SchemeWidgetLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);
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(mazeSizeChanged(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)));
connect(pMapContainer, SIGNAL(drawMapRequested()), this, SIGNAL(goToDrawMap()));
connect(pMapContainer, SIGNAL(drawnMapChanged(const QByteArray &)), this, SLOT(onDrawnMapChanged(const QByteArray &)));
connect(&DataManager::instance(), SIGNAL(updated()), this, SLOT(updateModelViews()));
}
void GameCFGWidget::setTabbed(bool tabbed)
{
if (tabbed && !this->tabbed)
{ // Make tabbed
tabs->setCurrentIndex(0);
StackContainer->setVisible(false);
tabs->setVisible(true);
pMapContainer->setParent(mapContainerTabbed);
OptionsInnerContainer->setParent(optionsContainerTabbed);
pMapContainer->setVisible(true);
setSizePolicy(QSizePolicy::Fixed, QSizePolicy::Expanding);
this->tabbed = true;
}
else if (!tabbed && this->tabbed)
{ // Make stacked
pMapContainer->setParent(mapContainerFree);
OptionsInnerContainer->setParent(optionsContainerFree);
tabs->setVisible(false);
StackContainer->setVisible(true);
pMapContainer->setVisible(true);
setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
this->tabbed = false;
}
// Restore scrollbar palettes, since Qt seems to forget them easily when switching parents
QList<QScrollBar *> allSBars = findChildren<QScrollBar *>();
QPalette pal = palette();
pal.setColor(QPalette::WindowText, QColor(0xff, 0xcc, 0x00));
pal.setColor(QPalette::Button, QColor(0x00, 0x35, 0x1d));
pal.setColor(QPalette::Base, QColor(0x00, 0x35, 0x1d));
pal.setColor(QPalette::Window, QColor(0x00, 0x00, 0x00));
for (int i = 0; i < allSBars.size(); ++i)
allSBars.at(i)->setPalette(pal);
}
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
if (schemeData(24).toBool())
result |= 0x02000000; // tag team
if (schemeData(25).toBool())
result |= 0x04000000; // bottom
return result;
}
quint32 GameCFGWidget::getInitHealth() const
{
return schemeData(28).toInt();
}
QByteArray GameCFGWidget::getFullConfig() const
{
QList<QByteArray> bcfg;
int mapgen = pMapContainer->get_mapgen();
if (Scripts->currentIndex() > 0)
{
bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex(), GameStyleModel::ScriptRole).toString()).toUtf8();
}
QString currentMap = pMapContainer->getCurrentMap();
if (currentMap.size() > 0)
{
bcfg << QString("emap " + currentMap).toUtf8();
// engine should figure it out on its own
// if(pMapContainer->getCurrentIsMission())
// bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
}
bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();
bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
bcfg << QString("e$damagepct %1").arg(schemeData(26).toInt()).toUtf8();
bcfg << QString("e$turntime %1").arg(schemeData(27).toInt() * 1000).toUtf8();
bcfg << QString("e$sd_turns %1").arg(schemeData(29).toInt()).toUtf8();
bcfg << QString("e$casefreq %1").arg(schemeData(30).toInt()).toUtf8();
bcfg << QString("e$minestime %1").arg(schemeData(31).toInt() * 1000).toUtf8();
bcfg << QString("e$minesnum %1").arg(schemeData(32).toInt()).toUtf8();
bcfg << QString("e$minedudpct %1").arg(schemeData(33).toInt()).toUtf8();
bcfg << QString("e$explosives %1").arg(schemeData(34).toInt()).toUtf8();
bcfg << QString("e$healthprob %1").arg(schemeData(35).toInt()).toUtf8();
bcfg << QString("e$hcaseamount %1").arg(schemeData(36).toInt()).toUtf8();
bcfg << QString("e$waterrise %1").arg(schemeData(37).toInt()).toUtf8();
bcfg << QString("e$healthdec %1").arg(schemeData(38).toInt()).toUtf8();
bcfg << QString("e$ropepct %1").arg(schemeData(39).toInt()).toUtf8();
bcfg << QString("e$getawaytime %1").arg(schemeData(40).toInt()).toUtf8();
bcfg << QString("e$worldedge %1").arg(schemeData(41).toInt()).toUtf8();
bcfg << QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()).toUtf8();
bcfg << QString("e$mapgen %1").arg(mapgen).toUtf8();
switch (mapgen)
{
case MAPGEN_MAZE:
bcfg << QString("e$maze_size %1").arg(pMapContainer->getMazeSize()).toUtf8();
break;
case MAPGEN_DRAWN:
{
QByteArray data = pMapContainer->getDrawnMapData();
while(data.size() > 0)
{
QByteArray tmp = data;
tmp.truncate(200);
tmp.prepend("edraw ");
bcfg << tmp;
data.remove(0, 200);
}
break;
}
default:
;
}
QByteArray result;
foreach(QByteArray ba, bcfg)
HWProto::addByteArrayToBuffer(result, ba);
return result;
}
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
bool illegal = ammo.size() != cDefaultAmmoStore->size();
if (illegal)
{
QMessageBox illegalMsg(parentWidget());
illegalMsg.setIcon(QMessageBox::Warning);
illegalMsg.setWindowTitle(QMessageBox::tr("Error"));
illegalMsg.setText(QMessageBox::tr("Cannot use the ammo '%1'!").arg(name));
illegalMsg.setWindowModality(Qt::WindowModal);
illegalMsg.exec();
}
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());
scriptChanged(Scripts->currentIndex());
mapgenChanged(pMapContainer->get_mapgen());
maze_sizeChanged(pMapContainer->getMazeSize());
// 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->setMazeSize(value.toUInt());
return;
}
if (param == "SCRIPT")
{
Scripts->setCurrentIndex(Scripts->findText(value));
return;
}
if (param == "DRAWNMAP")
{
pMapContainer->setDrawnMapData(qUncompress(QByteArray::fromBase64(slValue[0].toLatin1())));
return;
}
}
if (slValue.size() == 2)
{
if (param == "AMMO")
{
setNetAmmo(slValue[0], slValue[1]);
return;
}
}
if (slValue.size() == 5)
{
if (param == "FULLMAPCONFIG")
{
QString seed = slValue[3];
pMapContainer->setAllMapParameters(
slValue[0],
(MapGenerator)slValue[1].toUInt(),
slValue[2].toUInt(),
seed,
slValue[4].toUInt()
);
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(isEnabled() && pMapContainer->getCurrentIsMission())
{
Scripts->setEnabled(false);
Scripts->setCurrentIndex(0);
if (pMapContainer->getCurrentScheme() == "locked")
{
GameSchemes->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
else
{
GameSchemes->setEnabled(true);
int num = GameSchemes->findText(pMapContainer->getCurrentScheme());
if (num != -1)
GameSchemes->setCurrentIndex(num);
else
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
if (pMapContainer->getCurrentWeapons() == "locked")
{
WeaponsName->setEnabled(false);
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
else
{
WeaponsName->setEnabled(true);
int num = WeaponsName->findText(pMapContainer->getCurrentWeapons());
if (num != -1)
WeaponsName->setCurrentIndex(num);
else
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
if (pMapContainer->getCurrentScheme() != "locked" && pMapContainer->getCurrentWeapons() != "locked")
bindEntries->setEnabled(true);
else
bindEntries->setEnabled(false);
}
else
{
Scripts->setEnabled(true);
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();
if (sl.size()!=1) emit paramChanged("SCHEME", sl); // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.
if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
{
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::scriptChanged(int index)
{
const QString & name = Scripts->itemText(index);
m_curScript = name;
if(isEnabled() && index > 0)
{
QString scheme = Scripts->itemData(index, GameStyleModel::SchemeRole).toString();
QString weapons = Scripts->itemData(index, GameStyleModel::WeaponsRole).toString();
if (scheme == "locked")
{
GameSchemes->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
else if (m_master)
{
GameSchemes->setEnabled(true);
int num = GameSchemes->findText(scheme);
if (num != -1)
GameSchemes->setCurrentIndex(num);
else
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
if (weapons == "locked")
{
WeaponsName->setEnabled(false);
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
else if (m_master)
{
WeaponsName->setEnabled(true);
int num = WeaponsName->findText(weapons);
if (num != -1)
WeaponsName->setCurrentIndex(num);
else
WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
}
if (scheme != "locked" && weapons != "locked")
bindEntries->setEnabled(true);
else
bindEntries->setEnabled(false);
}
else
{
GameSchemes->setEnabled(true);
WeaponsName->setEnabled(true);
bindEntries->setEnabled(true);
}
emit paramChanged("SCRIPT", QStringList(name));
}
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());
}
void GameCFGWidget::onDrawnMapChanged(const QByteArray & data)
{
emit paramChanged("DRAWNMAP", QStringList(qCompress(data, 9).toBase64()));
}
void GameCFGWidget::updateModelViews()
{
// restore game-style selection
if (!m_curScript.isEmpty())
{
int idx = Scripts->findText(m_curScript);
if (idx >= 0)
Scripts->setCurrentIndex(idx);
else
Scripts->setCurrentIndex(0);
}
}
bool GameCFGWidget::isMaster()
{
return m_master;
}
void GameCFGWidget::setMaster(bool master)
{
if (master == m_master) return;
m_master = master;
pMapContainer->setMaster(master);
foreach (QWidget *widget, m_childWidgets)
widget->setEnabled(master);
}