#include "courtroom.h" #include "lobby.h" #include "debug_functions.h" #include "file_functions.h" #include "hardware_functions.h" void Courtroom::construct_char_select() { this->setWindowFlags( (this->windowFlags() | Qt::CustomizeWindowHint) & ~Qt::WindowMaximizeButtonHint); ui_char_select_background = new AOImage(this, ao_app); ui_char_list = new QTreeWidget(ui_char_select_background); ui_char_list->setColumnCount(2); ui_char_list->setHeaderLabels({"Name", "ID"}); ui_char_list->setHeaderHidden(true); ui_char_list->header()->setSectionResizeMode(QHeaderView::ResizeToContents); ui_char_list->hideColumn(1); ui_char_list->setDropIndicatorShown(true); ui_char_buttons = new QWidget(ui_char_select_background); ui_back_to_lobby = new AOButton(ui_char_select_background, ao_app); ui_char_password = new QLineEdit(ui_char_select_background); ui_char_password->setPlaceholderText(tr("Password")); ui_char_select_left = new AOButton(ui_char_select_background, ao_app); ui_char_select_right = new AOButton(ui_char_select_background, ao_app); ui_spectator = new AOButton(ui_char_select_background, ao_app); ui_spectator->setText(tr("Spectator")); ui_char_search = new QLineEdit(ui_char_select_background); ui_char_search->setPlaceholderText(tr("Search")); ui_char_passworded = new QCheckBox(ui_char_select_background); ui_char_passworded->setText(tr("Passworded")); ui_char_taken = new QCheckBox(ui_char_select_background); ui_char_taken->setText(tr("Taken")); connect(ui_char_list, SIGNAL(itemDoubleClicked(QTreeWidgetItem *, int)), this, SLOT(on_char_list_double_clicked(QTreeWidgetItem *, int))); connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked())); connect(ui_char_select_left, SIGNAL(clicked()), this, SLOT(on_char_select_left_clicked())); connect(ui_char_select_right, SIGNAL(clicked()), this, SLOT(on_char_select_right_clicked())); connect(ui_spectator, SIGNAL(clicked()), this, SLOT(on_spectator_clicked())); connect(ui_char_search, SIGNAL(textEdited(const QString &)), this, SLOT(on_char_search_changed())); connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked())); connect(ui_char_taken, SIGNAL(stateChanged(int)), this, SLOT(on_char_taken_clicked())); } void Courtroom::set_char_select() { QString filename = "courtroom_design.ini"; pos_size_type f_charselect = ao_app->get_element_dimensions("char_select", filename); if (f_charselect.width < 0 || f_charselect.height < 0) { qDebug() << "W: did not find char_select width or height in " "courtroom_design.ini!"; this->setFixedSize(714, 668); } else this->setFixedSize(f_charselect.width, f_charselect.height); ui_char_select_background->resize(f_charselect.width, f_charselect.height); ui_char_select_background->set_image("charselect_background"); ui_char_search->setFocus(); set_size_and_pos(ui_char_search, "char_search"); set_size_and_pos(ui_char_list, "char_list"); set_size_and_pos(ui_char_passworded, "char_passworded"); set_size_and_pos(ui_char_taken, "char_taken"); set_size_and_pos(ui_char_buttons, "char_buttons"); ui_char_taken->setChecked(true); ui_char_passworded->setChecked(true); truncate_label_text(ui_char_taken, "char_taken"); truncate_label_text(ui_char_passworded, "char_passworded"); filter_character_list(); ui_char_search->setFocus(); } void Courtroom::set_char_select_page() { ui_char_select_background->show(); ui_char_select_left->hide(); ui_char_select_right->hide(); for (AOCharButton *i_button : ui_char_button_list) { i_button->reset(); i_button->hide(); i_button->move(0, 0); } int total_pages = ui_char_button_list_filtered.size() / max_chars_on_page; int chars_on_page = 0; if (ui_char_button_list_filtered.size() % max_chars_on_page != 0) { ++total_pages; // i. e. not on the last page if (total_pages > current_char_page + 1) chars_on_page = max_chars_on_page; else chars_on_page = ui_char_button_list_filtered.size() % max_chars_on_page; } else chars_on_page = max_chars_on_page; if (total_pages > current_char_page + 1) ui_char_select_right->show(); if (current_char_page > 0) ui_char_select_left->show(); put_button_in_place(current_char_page * max_chars_on_page, chars_on_page); } void Courtroom::on_char_list_double_clicked(QTreeWidgetItem *p_item, int column) { UNUSED(column); int cid = p_item->text(1).toInt(); if (cid == -1 && !p_item->isExpanded()) { p_item->setExpanded(true); return; } else if (cid == -1) { p_item->setExpanded(false); return; } char_clicked(cid); } void Courtroom::char_clicked(int n_char) { if (n_char != -1) { QString char_ini_path = ao_app->get_character_path(char_list.at(n_char).name, "char.ini"); qDebug() << "char_ini_path" << char_ini_path; if (!file_exists(char_ini_path)) { call_error("Could not find " + char_ini_path); return; } } if (n_char != m_cid || n_char == -1) { ao_app->send_server_packet( new AOPacket("PW#" + ui_char_password->text() + "#%")); ao_app->send_server_packet( new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + QString::number(n_char) + "#" + get_hdid() + "#%")); } if (n_char == m_cid || n_char == -1) { update_character(n_char); enter_courtroom(); set_courtroom_size(); } if (n_char != -1) ui_ic_chat_name->setPlaceholderText(char_list.at(n_char).name); } void Courtroom::put_button_in_place(int starting, int chars_on_this_page) { if (ui_char_button_list_filtered.size() == 0) return; QPoint f_spacing = ao_app->get_button_spacing("char_button_spacing", "courtroom_design.ini"); int x_spacing = f_spacing.x(); int x_mod_count = 0; int y_spacing = f_spacing.y(); int y_mod_count = 0; char_columns = ((ui_char_buttons->width() - button_width) / (x_spacing + button_width)) + 1; char_rows = ((ui_char_buttons->height() - button_height) / (y_spacing + button_height)) + 1; max_chars_on_page = char_columns * char_rows; int startout = starting; for (int n = starting; n < startout + chars_on_this_page; ++n) { int x_pos = (button_width + x_spacing) * x_mod_count; int y_pos = (button_height + y_spacing) * y_mod_count; ui_char_button_list_filtered.at(n)->move(x_pos, y_pos); ui_char_button_list_filtered.at(n)->show(); ui_char_button_list_filtered.at(n)->apply_taken_image(); ++x_mod_count; if (x_mod_count == char_columns) { ++y_mod_count; x_mod_count = 0; } } } void Courtroom::character_loading_finished() { // Zeroeth, we'll clear any leftover characters from previous server visits. ao_app->generated_chars = 0; if (ui_char_button_list.size() > 0) { foreach (AOCharButton *item, ui_char_button_list) { delete item; } ui_char_button_list.clear(); } // First, we'll make all the character buttons in the very beginning. // We also hide them all, so they can't be accidentally clicked. // Later on, we'll be revealing buttons as we need them. for (int n = 0; n < char_list.size(); n++) { AOCharButton *char_button = new AOCharButton(ui_char_buttons, ao_app, 0, 0, char_list.at(n).taken); char_button->reset(); char_button->hide(); char_button->set_image(char_list.at(n).name); char_button->setToolTip(char_list.at(n).name); ui_char_button_list.append(char_button); QString char_category = ao_app->get_category(char_list.at(n).name); QList matching_list = ui_char_list->findItems(char_category, Qt::MatchFixedString, 0); // create the character tree item QTreeWidgetItem *treeItem = new QTreeWidgetItem(); treeItem->setText(0, char_list.at(n).name); treeItem->setIcon(0, QIcon(ao_app->get_image_suffix( ao_app->get_character_path(char_list.at(n).name, "char_icon")))); treeItem->setText(1, QString::number(n)); // category logic QTreeWidgetItem *category; if (char_category == "") // no category ui_char_list->addTopLevelItem(treeItem); else if (!matching_list.isEmpty()) { // our category already exists category = matching_list[0]; category->addChild(treeItem); } else { // we need to make a new category category = new QTreeWidgetItem(); category->setText(0, char_category); category->setText(1, "-1"); category->setChildIndicatorPolicy(QTreeWidgetItem::DontShowIndicatorWhenChildless); ui_char_list->insertTopLevelItem(0, category); category->addChild(treeItem); } connect(char_button, &AOCharButton::clicked, [this, n]() { this->char_clicked(n); }); // This part here serves as a way of showing to the player that the game is // still running, it is just loading the pictures of the characters. if (ao_app->lobby_constructed) { ao_app->generated_chars++; int total_loading_size = ao_app->char_list_size * 2 + ao_app->evidence_list_size + ao_app->music_list_size; int loading_value = int(((ao_app->loaded_chars + ao_app->generated_chars + ao_app->loaded_music + ao_app->loaded_evidence) / static_cast(total_loading_size)) * 100); ao_app->w_lobby->set_loading_value(loading_value); ao_app->w_lobby->set_loading_text( tr("Generating chars:\n%1/%2") .arg(QString::number(ao_app->generated_chars)) .arg(QString::number(ao_app->char_list_size))); } } ui_char_list->expandAll(); filter_character_list(); } void Courtroom::filter_character_list() { ui_char_button_list_filtered.clear(); for (int i = 0; i < char_list.size(); i++) { AOCharButton *current_char = ui_char_button_list.at(i); QTreeWidgetItem* current_char_list_item = ui_char_list->findItems(QString::number(i), Qt::MatchExactly | Qt::MatchRecursive, 1)[0]; // It seems passwording characters is unimplemented yet? // Until then, this will stay here, I suppose. // if (ui_char_passworded->isChecked() && character_is_passworded??) // continue; if (!ui_char_taken->isChecked() && char_list.at(i).taken) { current_char_list_item->setHidden(true); continue; } if (!char_list.at(i).name.contains(ui_char_search->text(), Qt::CaseInsensitive)) { current_char_list_item->setHidden(true); continue; } // We only really need to update the fact that a character is taken // for the buttons that actually appear. // You'd also update the passwordedness and etc. here later. current_char->reset(); current_char_list_item->setHidden(false); current_char->set_taken(char_list.at(i).taken); current_char_list_item->setText(0, char_list.at(i).name); // reset disabled current_char_list_item->setDisabled(false); if (char_list.at(i).taken) // woops, we are taken current_char_list_item->setDisabled(true); ui_char_button_list_filtered.append(current_char); } current_char_page = 0; set_char_select_page(); } void Courtroom::on_char_search_changed() { filter_character_list(); } void Courtroom::on_char_passworded_clicked() { filter_character_list(); } void Courtroom::on_char_taken_clicked() { filter_character_list(); }