
Make FM packet only fetch music, and new FA packet to fetch areas (this way you don't have to reload the entire music list just to get new areas) Fix a possible segfault with emote lists if emote list size is bad Hide casing button if server doesn't support casing Hide the remove buttons by default for iniswaps and sfx list so they're not clickable when they shouldn't be Prevent background from being displayed unless the server asked us to Fix some redundancy surrounding current_side Rework music list so list_music doesn't care about search bar and the hiding is actually done in the search function Implement text centering, rightening and justifying Fix text scrolling meme that happened with \n and skipped chars Fix the pos dropdown not actually caring if you selected jur and sea pos. Fix the pos dropdown sending like a million packets when scrolled through. Prevent characters from being incorrectly resized if a different-scaled character speaks Fix character select screen letting you choose characters that the server doesn't want us to be
270 lines
8.4 KiB
C++
270 lines
8.4 KiB
C++
#include "courtroom.h"
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#include "lobby.h"
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#include "file_functions.h"
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#include "debug_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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ui_char_select_background = new AOImage(this, ao_app);
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ui_char_buttons = new QWidget(ui_char_select_background);
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ui_selector = new AOImage(ui_char_select_background, ao_app);
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ui_selector->setAttribute(Qt::WA_TransparentForMouseEvents);
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ui_selector->resize(62, 62);
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ui_back_to_lobby = new AOButton(ui_char_select_background, ao_app);
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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_select_left = new AOButton(ui_char_select_background, ao_app);
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ui_char_select_right = new AOButton(ui_char_select_background, ao_app);
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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_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->setFocus();
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set_size_and_pos(ui_char_search, "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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set_size_and_pos(ui_char_passworded, "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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set_size_and_pos(ui_char_taken, "char_taken");
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ui_char_taken->setChecked(true);
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ui_char_passworded->setChecked(true);
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set_size_and_pos(ui_char_buttons, "char_buttons");
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connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked()));
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connect(ui_char_select_left, SIGNAL(clicked()), this, SLOT(on_char_select_left_clicked()));
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connect(ui_char_select_right, SIGNAL(clicked()), this, 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, SLOT(on_char_search_changed()));
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connect(ui_char_passworded, SIGNAL(stateChanged(int)), this, SLOT(on_char_passworded_clicked()));
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connect(ui_char_taken, SIGNAL(stateChanged(int)), this, 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 = 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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{
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qDebug() << "W: did not find char_select width or height in courtroom_design.ini!";
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this->resize(714, 668);
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}
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else
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this->resize(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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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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{
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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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{
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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::char_clicked(int n_char)
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{
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QString char_ini_path = 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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{
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call_notice("Could not find " + char_ini_path);
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return;
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}
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if (n_char != m_cid)
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{
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ao_app->send_server_packet(new AOPacket("PW#" + ui_char_password->text() + "#%"));
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ao_app->send_server_packet(new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + QString::number(n_char) + "#" + get_hdid() + "#%"));
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}
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else
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update_character(n_char);
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enter_courtroom();
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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 = 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 = ((ui_char_buttons->width() - button_width) / (x_spacing + button_width)) + 1;
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char_rows = ((ui_char_buttons->height() - button_height) / (y_spacing + button_height)) + 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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{
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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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{
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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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{
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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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{
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AOCharButton* char_button = 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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ui_char_button_list.append(char_button);
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connect(char_button, &AOCharButton::clicked, [this, n](){
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this->char_clicked(n);
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});
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// This part here serves as a way of showing to the player that the game is still running, it is
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// just loading the pictures of the characters.
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if (ao_app->lobby_constructed)
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{
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ao_app->generated_chars++;
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int total_loading_size = ao_app->char_list_size * 2 + ao_app->evidence_list_size + ao_app->music_list_size;
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int loading_value = int(((ao_app->loaded_chars + ao_app->generated_chars + ao_app->loaded_music + ao_app->loaded_evidence) / static_cast<double>(total_loading_size)) * 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(tr("Generating chars:\n%1/%2").arg(QString::number(ao_app->generated_chars)).arg(QString::number(ao_app->char_list_size)));
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}
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}
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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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{
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AOCharButton* current_char = ui_char_button_list.at(i);
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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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continue;
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if (!char_list.at(i).name.contains(ui_char_search->text(), Qt::CaseInsensitive))
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continue;
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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->set_taken(char_list.at(i).taken);
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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()
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{
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filter_character_list();
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}
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void Courtroom::on_char_passworded_clicked()
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{
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filter_character_list();
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}
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void Courtroom::on_char_taken_clicked()
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{
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filter_character_list();
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}
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