Sort all core missions in training menu more logically
The missions are now sorted as specified in the new order.cfg files in the Missions subfolders.
Training missions are now sorted in the order you should play them.
Challenges are semi-logically grouped.
Scenarios are roughly sorted by difficulty.
All missions not mentioned in order.cfg are simply added in no particular
order at the end.
/*
* 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 GameStyleModel class implementation
*/
#include <QTextStream>
#include "physfs.h"
#include "GameStyleModel.h"
#include "hwconsts.h"
void GameStyleModel::loadGameStyles()
{
beginResetModel();
QIcon dlcIcon;
dlcIcon.addFile(":/res/dlcMarker.png", QSize(), QIcon::Normal, QIcon::On);
dlcIcon.addFile(":/res/dlcMarkerSelected.png", QSize(), QIcon::Selected, QIcon::On);
QPixmap emptySpace = QPixmap(7, 15);
emptySpace.fill(QColor(0, 0, 0, 0));
QIcon notDlcIcon = QIcon(emptySpace);
// empty list, so that we can (re)fill it
QStandardItemModel::clear();
QList<QStandardItem * > items;
items.append(new QStandardItem(notDlcIcon, "Normal"));
// define a separator item
QStandardItem * separator = new QStandardItem("---");
separator->setData(QLatin1String("separator"), Qt::AccessibleDescriptionRole);
separator->setFlags(separator->flags() & ~( Qt::ItemIsEnabled | Qt::ItemIsSelectable ) );
items.append(separator);
QStringList scripts = DataManager::instance().entryList(
QString("Scripts/Multiplayer"),
QDir::Files,
QStringList("*.lua")
);
foreach(QString script, scripts)
{
script = script.remove(".lua", Qt::CaseInsensitive);
QFile scriptCfgFile(QString("physfs://Scripts/Multiplayer/%2.cfg").arg(script));
QString name = script;
name = name.replace("_", " ");
QString scheme = "locked";
QString weapons = "locked";
if (scriptCfgFile.exists() && scriptCfgFile.open(QFile::ReadOnly))
{
QTextStream input(&scriptCfgFile);
input >> scheme;
input >> weapons;
scriptCfgFile.close();
if (!scheme.isEmpty())
scheme.replace("_", " ");
if (!weapons.isEmpty())
weapons.replace("_", " ");
}
// detect if script is dlc
QString scriptPath = PHYSFS_getRealDir(QString("Scripts/Multiplayer/%1.lua").arg(script).toLocal8Bit().data());
bool isDLC = !scriptPath.startsWith(datadir->absolutePath());
QStandardItem * item;
if (isDLC)
item = new QStandardItem(dlcIcon, name);
else
item = new QStandardItem(notDlcIcon, name);
item->setData(script, ScriptRole);
item->setData(scheme, SchemeRole);
item->setData(weapons, WeaponsRole);
item->setData(isDLC, IsDlcRole);
items.append(item);
}
QStandardItemModel::appendColumn(items);
endResetModel();
}