suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2011 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"
#include "proto.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);
// 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, 1, 0);
QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
QLabel *titleLabel = new QLabel(QLabel::tr("Game Options"), GBoxOptions);
titleLabel->setMargin(7); // TODO: make the text larger/richer!!!!
GBoxOptionsLayout->addWidget(titleLabel, 0, 0, 1, 0, Qt::AlignHCenter);
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), GBoxOptions), 1, 0);
Scripts = new QComboBox(GBoxOptions);
GBoxOptionsLayout->addWidget(Scripts, 1, 1);
Scripts->addItem("Normal");
Scripts->insertSeparator(1);
for (int i = 0; i < scriptList->size(); ++i) {
QString script = (*scriptList)[i].remove(".lua", Qt::CaseInsensitive);
QList<QVariant> scriptInfo;
scriptInfo.push_back(script);
QFile scriptCfgFile;
scriptCfgFile.setFileName(QString("%1/Data/Scripts/Multiplayer/%2.cfg").arg(cfgdir->absolutePath()).arg(script));
if (!scriptCfgFile.exists()) scriptCfgFile.setFileName(QString("%1/Scripts/Multiplayer/%2.cfg").arg(datadir->absolutePath()).arg(script));
if (scriptCfgFile.exists() && scriptCfgFile.open(QFile::ReadOnly)) {
QString scheme;
QString weapons;
QTextStream input(&scriptCfgFile);
input >> scheme;
input >> weapons;
if (scheme.isEmpty())
scheme = "locked";
scheme.replace("_", " ");
if (weapons.isEmpty())
weapons = "locked";
weapons.replace("_", " ");
scriptInfo.push_back(scheme);
scriptInfo.push_back(weapons);
scriptCfgFile.close();
}
else
{
scriptInfo.push_back("locked");
scriptInfo.push_back("locked");
}
Scripts->addItem(script.replace("_", " "), scriptInfo);
}
connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));
QWidget *SchemeWidget = new QWidget(GBoxOptions);
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->setToolTip(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->setToolTip(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->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\"); }" );
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 &)));
}
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
return result;
}
quint32 GameCFGWidget::getInitHealth() const
{
return schemeData(27).toInt();
}
QByteArray GameCFGWidget::getFullConfig() const
{
QList<QByteArray> bcfg;
int mapgen = pMapContainer->get_mapgen();
QString currentMap = pMapContainer->getCurrentMap();
if (currentMap.size() > 0)
{
bcfg << QString("emap " + currentMap).toUtf8();
if(pMapContainer->getCurrentIsMission())
bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
}
bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();
if (Scripts->currentIndex() > 0)
{
bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex()).toList()[0].toString()).toUtf8();
}
bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
bcfg << QString("e$damagepct %1").arg(schemeData(25).toInt()).toUtf8();
bcfg << QString("e$turntime %1").arg(schemeData(26).toInt() * 1000).toUtf8();
bcfg << QString("e$sd_turns %1").arg(schemeData(28).toInt()).toUtf8();
bcfg << QString("e$casefreq %1").arg(schemeData(29).toInt()).toUtf8();
bcfg << QString("e$minestime %1").arg(schemeData(30).toInt() * 1000).toUtf8();
bcfg << QString("e$minesnum %1").arg(schemeData(31).toInt()).toUtf8();
bcfg << QString("e$minedudpct %1").arg(schemeData(32).toInt()).toUtf8();
bcfg << QString("e$explosives %1").arg(schemeData(33).toInt()).toUtf8();
bcfg << QString("e$healthprob %1").arg(schemeData(34).toInt()).toUtf8();
bcfg << QString("e$hcaseamount %1").arg(schemeData(35).toInt()).toUtf8();
bcfg << QString("e$waterrise %1").arg(schemeData(36).toInt()).toUtf8();
bcfg << QString("e$healthdec %1").arg(schemeData(37).toInt()).toUtf8();
bcfg << QString("e$ropepct %1").arg(schemeData(38).toInt()).toUtf8();
bcfg << QString("e$getawaytime %1").arg(schemeData(39).toInt()).toUtf8();
bcfg << QString("e$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::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());
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);
if (!seedRegexp.exactMatch(value)) {
pMapContainer->seedEdit->setVisible(true);
}
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];
if (!seedRegexp.exactMatch(seed))
pMapContainer->seedEdit->setVisible(true);
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();
emit paramChanged("SCHEME", sl);
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)
{
if(isEnabled() && index > 0)
{
QString scheme = Scripts->itemData(Scripts->currentIndex()).toList()[1].toString();
QString weapons = Scripts->itemData(Scripts->currentIndex()).toList()[2].toString();
if (scheme == "locked")
{
GameSchemes->setEnabled(false);
GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
}
else
{
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
{
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(Scripts->itemText(index)));
}
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()));
}