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