towneventdialog.cpp 9.2 KB

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  1. /*
  2. * towneventdialog.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "../StdInc.h"
  11. #include "townbuildingswidget.h"
  12. #include "towneventdialog.h"
  13. #include "ui_towneventdialog.h"
  14. #include "mapeditorroles.h"
  15. #include "../../lib/entities/building/CBuilding.h"
  16. #include "../../lib/entities/faction/CTownHandler.h"
  17. #include "../../lib/constants/NumericConstants.h"
  18. #include "../../lib/constants/StringConstants.h"
  19. static const int FIRST_DAY_FOR_EVENT = 1;
  20. static const int LAST_DAY_FOR_EVENT = 999;
  21. static const int MAXIMUM_EVENT_REPEAT_AFTER = 999;
  22. static const int MAXIMUM_GOLD_CHANGE = 999999;
  23. static const int MAXIMUM_RESOURCE_CHANGE = 999;
  24. static const int GOLD_STEP = 100;
  25. static const int RESOURCE_STEP = 1;
  26. static const int MAXIMUM_CREATURES_CHANGE = 999999;
  27. TownEventDialog::TownEventDialog(CGTownInstance & t, QListWidgetItem * item, QWidget * parent) :
  28. QDialog(parent),
  29. ui(new Ui::TownEventDialog),
  30. town(t),
  31. townEventListItem(item)
  32. {
  33. ui->setupUi(this);
  34. ui->buildingsTree->setModel(&buildingsModel);
  35. params = townEventListItem->data(MapEditorRoles::TownEventRole).toMap();
  36. ui->eventFirstOccurrence->setMinimum(FIRST_DAY_FOR_EVENT);
  37. ui->eventFirstOccurrence->setMaximum(LAST_DAY_FOR_EVENT);
  38. ui->eventRepeatAfter->setMaximum(MAXIMUM_EVENT_REPEAT_AFTER);
  39. ui->eventNameText->setText(params.value("name").toString());
  40. ui->eventMessageText->setPlainText(params.value("message").toString());
  41. ui->eventAffectsCpu->setChecked(params.value("computerAffected").toBool());
  42. ui->eventAffectsHuman->setChecked(params.value("humanAffected").toBool());
  43. ui->eventFirstOccurrence->setValue(params.value("firstOccurrence").toInt()+1);
  44. ui->eventRepeatAfter->setValue(params.value("nextOccurrence").toInt());
  45. initPlayers();
  46. initResources();
  47. initBuildings();
  48. initCreatures();
  49. }
  50. TownEventDialog::~TownEventDialog()
  51. {
  52. delete ui;
  53. }
  54. void TownEventDialog::initPlayers()
  55. {
  56. for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  57. {
  58. bool isAffected = (1 << i) & params.value("players").toInt();
  59. auto * item = new QListWidgetItem(QString::fromStdString(GameConstants::PLAYER_COLOR_NAMES[i]));
  60. item->setData(MapEditorRoles::PlayerIDRole, QVariant::fromValue(i));
  61. item->setCheckState(isAffected ? Qt::Checked : Qt::Unchecked);
  62. ui->playersAffected->addItem(item);
  63. }
  64. }
  65. void TownEventDialog::initResources()
  66. {
  67. ui->resourcesTable->setRowCount(GameConstants::RESOURCE_QUANTITY);
  68. auto resourcesMap = params.value("resources").toMap();
  69. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
  70. {
  71. auto name = QString::fromStdString(GameConstants::RESOURCE_NAMES[i]);
  72. auto * item = new QTableWidgetItem();
  73. item->setFlags(item->flags() & ~Qt::ItemIsEditable);
  74. item->setText(name);
  75. ui->resourcesTable->setItem(i, 0, item);
  76. int val = resourcesMap.value(name).toInt();
  77. auto * edit = new QSpinBox(ui->resourcesTable);
  78. edit->setMaximum(i == GameResID::GOLD ? MAXIMUM_GOLD_CHANGE : MAXIMUM_RESOURCE_CHANGE);
  79. edit->setMinimum(i == GameResID::GOLD ? -MAXIMUM_GOLD_CHANGE : -MAXIMUM_RESOURCE_CHANGE);
  80. edit->setSingleStep(i == GameResID::GOLD ? GOLD_STEP : RESOURCE_STEP);
  81. edit->setValue(val);
  82. ui->resourcesTable->setCellWidget(i, 1, edit);
  83. }
  84. }
  85. void TownEventDialog::initBuildings()
  86. {
  87. auto * ctown = town.town;
  88. if (!ctown)
  89. ctown = VLC->townh->randomTown;
  90. if (!ctown)
  91. throw std::runtime_error("No Town defined for type selected");
  92. auto allBuildings = ctown->getAllBuildings();
  93. while (!allBuildings.empty())
  94. {
  95. addBuilding(*ctown, *allBuildings.begin(), allBuildings);
  96. }
  97. ui->buildingsTree->resizeColumnToContents(0);
  98. connect(&buildingsModel, &QStandardItemModel::itemChanged, this, &TownEventDialog::onItemChanged);
  99. }
  100. QStandardItem * TownEventDialog::addBuilding(const CTown& ctown, BuildingID buildingId, std::set<si32>& remaining)
  101. {
  102. auto bId = buildingId.num;
  103. const CBuilding * building = ctown.buildings.at(buildingId);
  104. QString name = QString::fromStdString(building->getNameTranslated());
  105. if (name.isEmpty())
  106. name = QString::fromStdString(defaultBuildingIdConversion(buildingId));
  107. QList<QStandardItem *> checks;
  108. checks << new QStandardItem(name);
  109. checks.back()->setData(bId, MapEditorRoles::BuildingIDRole);
  110. checks << new QStandardItem;
  111. checks.back()->setCheckable(true);
  112. checks.back()->setCheckState(params["buildings"].toList().contains(bId) ? Qt::Checked : Qt::Unchecked);
  113. checks.back()->setData(bId, MapEditorRoles::BuildingIDRole);
  114. if (building->getBase() == buildingId)
  115. {
  116. buildingsModel.appendRow(checks);
  117. }
  118. else
  119. {
  120. QStandardItem * parent = getBuildingParentFromTreeModel(building, buildingsModel);
  121. if (!parent)
  122. parent = addBuilding(ctown, building->upgrade.getNum(), remaining);
  123. parent->appendRow(checks);
  124. }
  125. remaining.erase(bId);
  126. return checks.front();
  127. }
  128. void TownEventDialog::initCreatures()
  129. {
  130. auto creatures = params.value("creatures").toList();
  131. auto * ctown = town.town;
  132. for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; ++i)
  133. {
  134. QString creatureNames;
  135. if (!ctown)
  136. {
  137. creatureNames.append(tr("Creature level %1 / Creature level %1 Upgrade").arg(i + 1));
  138. }
  139. else
  140. {
  141. auto creaturesOnLevel = ctown->creatures.at(i);
  142. for (auto& creature : creaturesOnLevel)
  143. {
  144. auto cre = VLC->creatures()->getById(creature);
  145. auto creatureName = QString::fromStdString(cre->getNameSingularTranslated());
  146. creatureNames.append(creatureNames.isEmpty() ? creatureName : " / " + creatureName);
  147. }
  148. }
  149. auto * item = new QTableWidgetItem();
  150. item->setFlags(item->flags() & ~Qt::ItemIsEditable);
  151. item->setText(creatureNames);
  152. ui->creaturesTable->setItem(i, 0, item);
  153. auto creatureNumber = creatures.size() > i ? creatures.at(i).toInt() : 0;
  154. auto * edit = new QSpinBox(ui->creaturesTable);
  155. edit->setValue(creatureNumber);
  156. edit->setMaximum(MAXIMUM_CREATURES_CHANGE);
  157. ui->creaturesTable->setCellWidget(i, 1, edit);
  158. }
  159. ui->creaturesTable->resizeColumnToContents(0);
  160. }
  161. void TownEventDialog::on_TownEventDialog_finished(int result)
  162. {
  163. QVariantMap descriptor;
  164. descriptor["name"] = ui->eventNameText->text();
  165. descriptor["message"] = ui->eventMessageText->toPlainText();
  166. descriptor["humanAffected"] = QVariant::fromValue(ui->eventAffectsHuman->isChecked());
  167. descriptor["computerAffected"] = QVariant::fromValue(ui->eventAffectsCpu->isChecked());
  168. descriptor["firstOccurrence"] = QVariant::fromValue(ui->eventFirstOccurrence->value()-1);
  169. descriptor["nextOccurrence"] = QVariant::fromValue(ui->eventRepeatAfter->value());
  170. descriptor["players"] = playersToVariant();
  171. descriptor["resources"] = resourcesToVariant();
  172. descriptor["buildings"] = buildingsToVariant();
  173. descriptor["creatures"] = creaturesToVariant();
  174. townEventListItem->setData(MapEditorRoles::TownEventRole, descriptor);
  175. auto itemText = tr("Day %1 - %2").arg(ui->eventFirstOccurrence->value(), 3).arg(ui->eventNameText->text());
  176. townEventListItem->setText(itemText);
  177. }
  178. QVariant TownEventDialog::playersToVariant()
  179. {
  180. int players = 0;
  181. for (int i = 0; i < ui->playersAffected->count(); ++i)
  182. {
  183. auto * item = ui->playersAffected->item(i);
  184. if (item->checkState() == Qt::Checked)
  185. players |= 1 << i;
  186. }
  187. return QVariant::fromValue(players);
  188. }
  189. QVariantMap TownEventDialog::resourcesToVariant()
  190. {
  191. auto res = params.value("resources").toMap();
  192. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; ++i)
  193. {
  194. auto * itemType = ui->resourcesTable->item(i, 0);
  195. auto * itemQty = static_cast<QSpinBox *> (ui->resourcesTable->cellWidget(i, 1));
  196. res[itemType->text()] = QVariant::fromValue(itemQty->value());
  197. }
  198. return res;
  199. }
  200. QVariantList TownEventDialog::buildingsToVariant()
  201. {
  202. return getBuildingVariantsFromModel(buildingsModel, 1, Qt::Checked);
  203. }
  204. QVariantList TownEventDialog::creaturesToVariant()
  205. {
  206. QVariantList creaturesList;
  207. for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; ++i)
  208. {
  209. auto * item = static_cast<QSpinBox *>(ui->creaturesTable->cellWidget(i, 1));
  210. creaturesList.push_back(item->value());
  211. }
  212. return creaturesList;
  213. }
  214. void TownEventDialog::on_okButton_clicked()
  215. {
  216. close();
  217. }
  218. void TownEventDialog::setRowColumnCheckState(const QStandardItem * item, int column, Qt::CheckState checkState) {
  219. auto sibling = item->model()->sibling(item->row(), column, item->index());
  220. buildingsModel.itemFromIndex(sibling)->setCheckState(checkState);
  221. }
  222. void TownEventDialog::onItemChanged(const QStandardItem * item)
  223. {
  224. disconnect(&buildingsModel, &QStandardItemModel::itemChanged, this, &TownEventDialog::onItemChanged);
  225. auto rowFirstColumnIndex = item->model()->sibling(item->row(), 0, item->index());
  226. QStandardItem * nextRow = buildingsModel.itemFromIndex(rowFirstColumnIndex);
  227. if (item->checkState() == Qt::Checked) {
  228. while (nextRow) {
  229. setRowColumnCheckState(nextRow,item->column(), Qt::Checked);
  230. nextRow = nextRow->parent();
  231. }
  232. }
  233. else if (item->checkState() == Qt::Unchecked) {
  234. std::vector<QStandardItem *> stack;
  235. stack.push_back(nextRow);
  236. do
  237. {
  238. nextRow = stack.back();
  239. stack.pop_back();
  240. setRowColumnCheckState(nextRow, item->column(), Qt::Unchecked);
  241. if (nextRow->hasChildren()) {
  242. for (int i = 0; i < nextRow->rowCount(); ++i) {
  243. stack.push_back(nextRow->child(i, 0));
  244. }
  245. }
  246. } while(!stack.empty());
  247. }
  248. connect(&buildingsModel, &QStandardItemModel::itemChanged, this, &TownEventDialog::onItemChanged);
  249. }