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-rw-r--r--src/charselect.cpp237
1 files changed, 120 insertions, 117 deletions
diff --git a/src/charselect.cpp b/src/charselect.cpp
index 4987cf57..c207d572 100644
--- a/src/charselect.cpp
+++ b/src/charselect.cpp
@@ -1,8 +1,8 @@
#include "courtroom.h"
#include "lobby.h"
-#include "file_functions.h"
#include "debug_functions.h"
+#include "file_functions.h"
#include "hardware_functions.h"
void Courtroom::construct_char_select()
@@ -44,27 +44,34 @@ void Courtroom::construct_char_select()
set_size_and_pos(ui_char_buttons, "char_buttons");
- connect(ui_back_to_lobby, SIGNAL(clicked()), this, SLOT(on_back_to_lobby_clicked()));
+ 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_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()));
+ 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);
+ 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 courtroom width or height in courtroom_design.ini!";
+ if (f_charselect.width < 0 || f_charselect.height < 0) {
+ qDebug()
+ << "W: did not find courtroom width or height in courtroom_design.ini!";
this->resize(714, 668);
}
else
@@ -85,25 +92,22 @@ void Courtroom::set_char_select_page()
ui_char_select_left->hide();
ui_char_select_right->hide();
- for (AOCharButton *i_button : ui_char_button_list)
- {
+ for (AOCharButton *i_button : ui_char_button_list) {
i_button->reset();
i_button->hide();
- i_button->move(0,0);
+ 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)
- {
+ if (ui_char_button_list_filtered.size() % max_chars_on_page != 0) {
++total_pages;
- //i. e. not on the last page
+ // 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;
@@ -119,23 +123,23 @@ void Courtroom::set_char_select_page()
void Courtroom::char_clicked(int n_char)
{
- QString char_ini_path = ao_app->get_character_path(char_list.at(n_char).name, "char.ini");
+ QString char_ini_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))
- {
+ if (!file_exists(char_ini_path)) {
call_notice("Could not find " + char_ini_path);
return;
}
- if (n_char == m_cid)
- {
+ if (n_char == m_cid) {
enter_courtroom(m_cid);
}
- else
- {
- ao_app->send_server_packet(new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" + QString::number(n_char) + "#" + get_hdid() + "#%"));
+ else {
+ ao_app->send_server_packet(
+ new AOPacket("CC#" + QString::number(ao_app->s_pv) + "#" +
+ QString::number(n_char) + "#" + get_hdid() + "#%"));
}
ui_ic_chat_name->setPlaceholderText(char_list.at(n_char).name);
@@ -143,126 +147,125 @@ void Courtroom::char_clicked(int n_char)
void Courtroom::put_button_in_place(int starting, int chars_on_this_page)
{
- if (ui_char_button_list_filtered.size() == 0)
- return;
+ if (ui_char_button_list_filtered.size() == 0)
+ return;
- QPoint f_spacing = ao_app->get_button_spacing("char_button_spacing", "courtroom_design.ini");
+ 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 x_spacing = f_spacing.x();
+ int x_mod_count = 0;
- int y_spacing = f_spacing.y();
- int y_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;
+ 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;
+ 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;
+ 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();
+ 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;
+ ++x_mod_count;
- if (x_mod_count == char_columns)
- {
- ++y_mod_count;
- x_mod_count = 0;
- }
+ 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();
+ // 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);
- ui_char_button_list.append(char_button);
-
- 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("Generating chars:\n" + QString::number(ao_app->generated_chars) + "/" + QString::number(ao_app->char_list_size));
- }
+ // 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);
+ ui_char_button_list.append(char_button);
+
+ 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(
+ "Generating chars:\n" + QString::number(ao_app->generated_chars) +
+ "/" + QString::number(ao_app->char_list_size));
}
+ }
- filter_character_list();
+ 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);
+ ui_char_button_list_filtered.clear();
+ for (int i = 0; i < char_list.size(); i++) {
+ AOCharButton *current_char = ui_char_button_list.at(i);
- // It seems passwording characters is unimplemented yet?
- // Until then, this will stay here, I suppose.
- //if (ui_char_passworded->isChecked() && character_is_passworded??)
- // continue;
+ // 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)
- continue;
+ if (!ui_char_taken->isChecked() && char_list.at(i).taken)
+ continue;
- if (!char_list.at(i).name.contains(ui_char_search->text(), Qt::CaseInsensitive))
- continue;
+ if (!char_list.at(i).name.contains(ui_char_search->text(),
+ Qt::CaseInsensitive))
+ 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->set_taken(char_list.at(i).taken);
+ // 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->set_taken(char_list.at(i).taken);
- ui_char_button_list_filtered.append(current_char);
- }
+ ui_char_button_list_filtered.append(current_char);
+ }
- current_char_page = 0;
- set_char_select_page();
+ current_char_page = 0;
+ set_char_select_page();
}
-void Courtroom::on_char_search_changed()
-{
- filter_character_list();
-}
+void Courtroom::on_char_search_changed() { filter_character_list(); }
-void Courtroom::on_char_passworded_clicked()
-{
- filter_character_list();
-}
+void Courtroom::on_char_passworded_clicked() { filter_character_list(); }
-void Courtroom::on_char_taken_clicked()
-{
- filter_character_list();
-}
+void Courtroom::on_char_taken_clicked() { filter_character_list(); }