atrooney-online-2/src/charselect.cpp
oldmud0 d27501313c Finish mounting feature
To pull this one off, a new class called VPath was created that denotes
"virtual" paths that can exist anywhere among the list of mount points.
It is functionally identical to QString, except that implicit conversion
between QString and VPath is not allowed. This makes it easy to spot
errors in path resolution at compile time, since get_real_path must be
called to resolve a VPath into an absolute path that can be passed into
a Qt function as a QString.

Other functions, such as the get_*_suffix functions, also return an
absolute path QString for convenience.

As for the rest of the functions that return a VPath, you will need to
call get_real_path yourself.

Finally, a path resolution cache was added to try to avoid blowing
up what is already a massive lookup cost for assets. The cache
is invalidated when the mount path list is changed.

Currently, this cache isn't bounded. Might need to write an LRU cache
if issues arise.
2021-06-05 14:58:40 -05:00

352 lines
12 KiB
C++

#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_selector = new AOImage(ui_char_select_background, ao_app);
ui_selector->setAttribute(Qt::WA_TransparentForMouseEvents);
ui_selector->resize(62, 62);
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_real_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) {
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() + "#%"));
}
else {
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<QTreeWidgetItem*> 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<double>(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(); }