Fix a bug screwing team selection up in network game
(REMOVETEAM message doesn't have teamID, and after
removing the team QMap still contains old info, when
add and remove team with the same name, total hedgehogs
number will be decreased by first team hh number)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006, 2007 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <QResizeEvent>
#include <QGroupBox>
#include <QCheckBox>
#include <QGridLayout>
#include <QSpinBox>
#include <QLabel>
#include "gamecfgwidget.h"
#include "igbox.h"
GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) :
QGroupBox(parent), mainLayout(this)
{
mainLayout.setMargin(0);
// mainLayout.setSizeConstraint(QLayout::SetMinimumSize);
pMapContainer = new HWMapContainer(this);
mainLayout.addWidget(pMapContainer, 0, 0);
IconedGroupBox *GBoxOptions = new IconedGroupBox(this);
GBoxOptions->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
mainLayout.addWidget(GBoxOptions);
QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
CB_mode_Forts = new QCheckBox(GBoxOptions);
CB_mode_Forts->setText(QCheckBox::tr("Forts mode"));
GBoxOptionsLayout->addWidget(CB_mode_Forts, 0, 0, 1, 2);
L_TurnTime = new QLabel(QLabel::tr("Turn time"), GBoxOptions);
L_InitHealth = new QLabel(QLabel::tr("Initial health"), GBoxOptions);
GBoxOptionsLayout->addWidget(L_TurnTime, 1, 0);
GBoxOptionsLayout->addWidget(L_InitHealth, 2, 0);
GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 3, 0);
SB_TurnTime = new QSpinBox(GBoxOptions);
SB_TurnTime->setRange(15, 90);
SB_TurnTime->setValue(45);
SB_TurnTime->setSingleStep(15);
SB_InitHealth = new QSpinBox(GBoxOptions);
SB_InitHealth->setRange(50, 200);
SB_InitHealth->setValue(100);
SB_InitHealth->setSingleStep(25);
GBoxOptionsLayout->addWidget(SB_TurnTime, 1, 1);
GBoxOptionsLayout->addWidget(SB_InitHealth, 2, 1);
WeaponsName = new QComboBox(GBoxOptions);
GBoxOptionsLayout->addWidget(WeaponsName, 3, 1);
connect(SB_InitHealth, SIGNAL(valueChanged(int)), this, SLOT(onInitHealthChanged(int)));
connect(SB_TurnTime, SIGNAL(valueChanged(int)), this, SLOT(onTurnTimeChanged(int)));
connect(CB_mode_Forts, SIGNAL(toggled(bool)), this, SLOT(onFortsModeChanged(bool)));
connect(WeaponsName, SIGNAL(activated(const QString&)), this, SIGNAL(newWeaponsName(const QString&)));
connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(onSeedChanged(const QString &)));
connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(onThemeChanged(const QString &)));
connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(onMapChanged(const QString &)));
}
quint32 GameCFGWidget::getGameFlags() const
{
quint32 result = 0;
if (CB_mode_Forts->isChecked())
result |= 1;
return result;
}
QString GameCFGWidget::getCurrentSeed() const
{
return pMapContainer->getCurrentSeed();
}
QString GameCFGWidget::getCurrentMap() const
{
return pMapContainer->getCurrentMap();
}
QString GameCFGWidget::getCurrentTheme() const
{
return pMapContainer->getCurrentTheme();
}
quint32 GameCFGWidget::getInitHealth() const
{
return SB_InitHealth->value();
}
quint32 GameCFGWidget::getTurnTime() const
{
return SB_TurnTime->value();
}
QString GameCFGWidget::getNetAmmo() const
{
return curNetAmmo;
}
QStringList GameCFGWidget::getFullConfig() const
{
QStringList sl;
sl.append("eseed " + getCurrentSeed());
sl.append(QString("e$gmflags %1").arg(getGameFlags()));
sl.append(QString("e$turntime %1").arg(getTurnTime() * 1000));
QString currentMap = getCurrentMap();
if (currentMap.size() > 0)
sl.append("emap " + currentMap);
sl.append("etheme " + getCurrentTheme());
return sl;
}
void GameCFGWidget::setSeed(const QString & seed)
{
pMapContainer->setSeed(seed);
}
void GameCFGWidget::setMap(const QString & map)
{
pMapContainer->setMap(map);
}
void GameCFGWidget::setTheme(const QString & theme)
{
pMapContainer->setTheme(theme);
}
void GameCFGWidget::setInitHealth(quint32 health)
{
SB_InitHealth->setValue(health);
}
void GameCFGWidget::setTurnTime(quint32 time)
{
SB_TurnTime->setValue(time);
}
void GameCFGWidget::setFortsMode(bool value)
{
CB_mode_Forts->setChecked(value);
}
void GameCFGWidget::onInitHealthChanged(int health)
{
emit initHealthChanged(health);
}
void GameCFGWidget::onTurnTimeChanged(int time)
{
emit turnTimeChanged(time);
}
void GameCFGWidget::onFortsModeChanged(bool value)
{
emit fortsModeChanged(value);
}
void GameCFGWidget::onSeedChanged(const QString & seed)
{
emit seedChanged(seed);
}
void GameCFGWidget::onMapChanged(const QString & map)
{
emit mapChanged(map);
}
void GameCFGWidget::onThemeChanged(const QString & theme)
{
emit themeChanged(theme);
}
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
{
curNetAmmoName=name;
curNetAmmo=ammo;
WeaponsName->setEditable(false);
WeaponsName->clear();
WeaponsName->addItem(name);
}