mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-11-17 07:48:27 +01:00
3c7a84d543
Status: It works well, but there are still a few details to improve/fix More details about the changes: - New dependency on Arabica and Libxml2 to parse the XML - Loading the old format is still supported for this release, but won't be supported anymore in the next one - Games are now only saved in the new format - In training mode, the player is now created externally, like in the other modes - Avoid using GameIO (the one from game/) whenever possible - Do not use a FILE* argument anymore when loading a game - Throw and catch exceptions correctly when a game cannot be loaded or saved - The non-regression tests now use a new method to print the game history
355 lines
12 KiB
C++
355 lines
12 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#include <QtGui/QStandardItemModel>
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#include <QtGui/QKeyEvent>
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#include <QtGui/QMessageBox>
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#include <QtGui/QComboBox>
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#include <QtGui/QSpinBox>
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#include "new_game.h"
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#include "qtcommon.h"
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#include "game_factory.h"
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#include "game.h"
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#include "public_game.h"
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#include "training.h"
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#include "freegame.h"
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#include "duplicate.h"
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#include "player.h"
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#include "ai_percent.h"
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const char * NewGame::kHUMAN = _("Human");
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const char * NewGame::kAI = _("Computer");
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NewGame::NewGame(QWidget *iParent)
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: QDialog(iParent)
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{
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setupUi(this);
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lineEditName->setText(_q("Player %1").arg(2));
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// Initialize the model of the default players
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m_model = new QStandardItemModel(2, 3, this);
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m_model->setHeaderData(0, Qt::Horizontal, _q("Name"), Qt::DisplayRole);
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m_model->setHeaderData(1, Qt::Horizontal, _q("Type"), Qt::DisplayRole);
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m_model->setHeaderData(2, Qt::Horizontal, _q("Level"), Qt::DisplayRole);
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m_model->setData(m_model->index(0, 0), _q("Player %1").arg(1));
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m_model->setData(m_model->index(0, 1), _q(kHUMAN));
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m_model->setData(m_model->index(1, 0), _q("Eliot"));
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m_model->setData(m_model->index(1, 1), _q(kAI));
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m_model->setData(m_model->index(1, 2), 100);
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// Initialize the QTreeView with the model we just created
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treeViewPlayers->setModel(m_model);
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PlayersTypeDelegate *typeDelegate = new PlayersTypeDelegate(this);
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treeViewPlayers->setItemDelegateForColumn(1, typeDelegate);
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PlayersLevelDelegate *levelDelegate = new PlayersLevelDelegate(this);
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treeViewPlayers->setItemDelegateForColumn(2, levelDelegate);
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treeViewPlayers->resizeColumnToContents(2);
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// Enable the Level spinbox only when the player is a computer
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QObject::connect(comboBoxType, SIGNAL(currentIndexChanged(int)),
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this, SLOT(enableLevelSpinBox(int)));
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// Enable the Remove button only when there is a selection in the tree
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QObject::connect(treeViewPlayers->selectionModel(),
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SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)),
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this,
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SLOT(enableRemoveButton(const QItemSelection&, const QItemSelection&)));
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// Enable the Ok button only when if there are enough players for the
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// current mode
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QObject::connect(m_model, SIGNAL(rowsInserted(const QModelIndex&, int, int)),
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this, SLOT(enableOkButton()));
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QObject::connect(m_model, SIGNAL(rowsRemoved(const QModelIndex&, int, int)),
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this, SLOT(enableOkButton()));
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QObject::connect(comboBoxMode, SIGNAL(currentIndexChanged(int)),
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this, SLOT(enableOkButton()));
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// Install a custom event filter, to remove the selection when the
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// "Delete" key is pressed
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PlayersEventFilter *filter = new PlayersEventFilter(this);
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treeViewPlayers->installEventFilter(filter);
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QObject::connect(filter, SIGNAL(deletePressed()),
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this, SLOT(on_pushButtonRemove_clicked()));
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}
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PublicGame * NewGame::createGame(const Dictionary &iDic) const
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{
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// Create the game
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Game *tmpGame = NULL;
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if (comboBoxMode->currentText() == _q("Training"))
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tmpGame = GameFactory::Instance()->createTraining(iDic);
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else if (comboBoxMode->currentText() == _q("Free game"))
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tmpGame = GameFactory::Instance()->createFreeGame(iDic);
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else
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tmpGame = GameFactory::Instance()->createDuplicate(iDic);
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PublicGame *game = new PublicGame(*tmpGame);
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// Add the players
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if (comboBoxMode->currentText() != _q("Training"))
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{
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set<QString> allNames;
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for (int num = 0; num < m_model->rowCount(); ++num)
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{
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QString name = m_model->data(m_model->index(num, 0)).toString();
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if (name == "")
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name = _q("Player %1").arg(num + 1);
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// Ensure unicity of the players names
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if (allNames.find(name) != allNames.end())
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{
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int n = 2;
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while (allNames.find(name + QString(" (%1)").arg(n)) != allNames.end())
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{
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++n;
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}
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name += QString(" (%1)").arg(n);
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}
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allNames.insert(name);
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QString type = m_model->data(m_model->index(num, 1)).toString();
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Player *player;
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if (type == _q(kHUMAN))
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player = new HumanPlayer;
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else
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{
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double level = m_model->data(m_model->index(num, 2)).toInt();
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player = new AIPercent(level / 100.);
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}
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player->setName(qtw(name));
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game->addPlayer(player);
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}
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}
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else
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{
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game->addPlayer(new HumanPlayer);
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}
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// Joker game?
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if (checkBoxJoker->isChecked())
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game->setVariant(PublicGame::kJOKER);
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if (checkBoxExplosive->isChecked())
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game->setVariant(PublicGame::kEXPLOSIVE);
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return game;
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}
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void NewGame::enableLevelSpinBox(int index)
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{
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spinBoxLevel->setEnabled(index == 1);
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}
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void NewGame::enableOkButton()
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{
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// Enable the "Ok" button:
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// - always in training mode
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// - if there is at least one player in duplicate mode
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// - if there are at least 2 players in free game mode
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bool disable =
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(comboBoxMode->currentText() == _q("Duplicate") && m_model->rowCount() < 1) ||
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(comboBoxMode->currentText() == _q("Free game") && m_model->rowCount() < 2);
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buttonBox->button(QDialogButtonBox::Ok)->setEnabled(!disable);
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}
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void NewGame::enableRemoveButton(const QItemSelection &iSelected,
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const QItemSelection &)
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{
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// Enable the "Remove" button iff at least one line in the tree view
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// is selected
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pushButtonRemove->setEnabled(!iSelected.indexes().empty());
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}
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void NewGame::on_comboBoxMode_activated(int iIndex)
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{
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groupBoxPlayers->setEnabled(iIndex != 2);
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}
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void NewGame::on_pushButtonAdd_clicked()
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{
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// Add a new row
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int rowNum = m_model->rowCount();
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bool res = m_model->insertRow(rowNum);
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if (!res)
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return;
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// Change the contents of the row
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m_model->setData(m_model->index(rowNum, 0), lineEditName->displayText());
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m_model->setData(m_model->index(rowNum, 1), comboBoxType->currentText());
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if (spinBoxLevel->isEnabled())
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m_model->setData(m_model->index(rowNum, 2), spinBoxLevel->value());
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// Increment the player ID
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static int currPlayer = 2;
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if (lineEditName->displayText() == _q("Player %1").arg(currPlayer))
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{
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++currPlayer;
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lineEditName->setText(_q("Player %1").arg(currPlayer));
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}
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}
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void NewGame::on_pushButtonRemove_clicked()
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{
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QModelIndexList indexList = treeViewPlayers->selectionModel()->selectedIndexes();
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if (indexList.empty())
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return;
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m_model->removeRow(indexList.front().row());
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}
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void NewGame::on_checkBoxJoker_stateChanged(int newState)
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{
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if (newState == Qt::Checked)
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checkBoxExplosive->setChecked(false);
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}
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void NewGame::on_checkBoxExplosive_stateChanged(int newState)
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{
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if (newState == Qt::Checked)
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checkBoxJoker->setChecked(false);
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}
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PlayersTypeDelegate::PlayersTypeDelegate(QObject *parent)
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: QItemDelegate(parent)
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{
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}
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QWidget *PlayersTypeDelegate::createEditor(QWidget *parent,
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const QStyleOptionViewItem &,
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const QModelIndex &) const
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{
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QComboBox *editor = new QComboBox(parent);
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editor->addItem(_q(NewGame::kHUMAN));
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editor->addItem(_q(NewGame::kAI));
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return editor;
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}
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void PlayersTypeDelegate::setEditorData(QWidget *editor,
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const QModelIndex &index) const
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{
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QComboBox *combo = static_cast<QComboBox*>(editor);
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QString text = index.model()->data(index, Qt::DisplayRole).toString();
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combo->setCurrentIndex(combo->findText(text));
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}
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void PlayersTypeDelegate::setModelData(QWidget *editor,
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QAbstractItemModel *model,
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const QModelIndex &index) const
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{
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QComboBox *combo = static_cast<QComboBox*>(editor);
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model->setData(index, combo->currentText());
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// Adapt the level to the chosen type of player
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QModelIndex levelIndex = model->index(index.row(), 2);
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if (combo->currentText() == _q(NewGame::kHUMAN))
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model->setData(levelIndex, QVariant());
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else
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model->setData(levelIndex, 100);
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}
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void PlayersTypeDelegate::updateEditorGeometry(QWidget *editor,
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const QStyleOptionViewItem &option,
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const QModelIndex &) const
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{
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editor->setGeometry(option.rect);
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}
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PlayersLevelDelegate::PlayersLevelDelegate(QObject *parent)
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: QItemDelegate(parent)
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{
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}
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QWidget *PlayersLevelDelegate::createEditor(QWidget *parent,
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const QStyleOptionViewItem &,
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const QModelIndex &index) const
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{
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// Allow changing the level only for computer players, i.e.
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// if there is a level defined
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if (index.model()->data(index, Qt::DisplayRole).isNull())
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return NULL;
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QSpinBox *editor = new QSpinBox(parent);
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editor->setMinimum(0);
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editor->setMaximum(100);
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return editor;
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}
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void PlayersLevelDelegate::setEditorData(QWidget *editor,
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const QModelIndex &index) const
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{
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QSpinBox *spinBox = static_cast<QSpinBox*>(editor);
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int value = index.model()->data(index, Qt::DisplayRole).toInt();
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spinBox->setValue(value);
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}
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void PlayersLevelDelegate::setModelData(QWidget *editor,
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QAbstractItemModel *model,
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const QModelIndex &index) const
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{
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QSpinBox *spinBox = static_cast<QSpinBox*>(editor);
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model->setData(index, spinBox->value());
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}
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void PlayersLevelDelegate::updateEditorGeometry(QWidget *editor,
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const QStyleOptionViewItem &option,
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const QModelIndex &) const
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{
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editor->setGeometry(option.rect);
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}
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PlayersEventFilter::PlayersEventFilter(QObject *parent)
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: QObject(parent)
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{
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}
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bool PlayersEventFilter::eventFilter(QObject *obj, QEvent *event)
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{
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// If the Delete key is pressed, remove the selected line, if any
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if (event->type() == QEvent::KeyPress)
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{
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QKeyEvent *keyEvent = static_cast<QKeyEvent *>(event);
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if (keyEvent->key() == Qt::Key_Delete)
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{
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emit deletePressed();
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return true;
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}
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}
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// Standard event processing
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return QObject::eventFilter(obj, event);
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}
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