Simplifying level reading & more intro levels.
[evilplumber] / src / game.cpp
index df29387..3a71e3f 100644 (file)
 #include "game.h"
 
 #include <QTableWidget>
-#include <QDebug>
+#include <QListWidget>
 #include <QLabel>
 #include <QFile>
 #include <QPushButton>
-#include <QFrame>
 #include <QApplication>
+#include <QDebug>
 
+const Piece* findPiece(PieceType type, int rotation)
+{
+    static QHash<QPair<PieceType, int>, const Piece*> pieceCache;
+
+    // Fill the cache on the first run
+    if (pieceCache.size() == 0) {
+        for (int i = 0; ppieces[i].type != PiecesEnd; ++i)
+            pieceCache.insert(QPair<PieceType, int>(ppieces[i].type, ppieces[i].rotation), &ppieces[i]);
+    }
+    QPair<PieceType, int> key(type, rotation);
+    if (pieceCache.contains(key))
+        return pieceCache[key];
+    return 0;
+       
+}
 
 QString pieceToIconId(const Piece* piece, bool flow1 = false, bool flow2 = false)
 {
@@ -79,7 +94,6 @@ GameField::GameField(QTableWidget* ui)
 void GameField::initGame(int rows_, int cols_, int count, PrePlacedPiece* prePlaced)
 {
     fieldUi->clear();
-    // FIXME: Does the table widget call the destructors of its items...
 
     rows = rows_;
     cols = cols_;
@@ -202,19 +216,13 @@ void GameField::indicateFlow(int row, int col, Direction dir)
     QLabel* label = (QLabel*)fieldUi->indexWidget(mIndex);
 
     label->setPixmap(QPixmap(iconId));
-    // The pixmap won't show nicely if we're just sleeping...
-    QApplication::processEvents();
 }
 
-QHash<QPair<PieceType, int>, const Piece*> AvailablePieces::pieceCache;
-
 AvailablePieces::AvailablePieces(QTableWidget* ui)
   : pieceUi(ui)
 {
     connect(pieceUi, SIGNAL(itemClicked(QTableWidgetItem*)), this, SLOT(onItemClicked(QTableWidgetItem*)));
 
-    initPieceCache();
-
     // Setup ui
 
     qDebug() << pieceUi->rowCount() << pieceUi->columnCount();
@@ -246,16 +254,7 @@ const Piece* AvailablePieces::idToPiece(int id)
 {
     int rotation = (id % 4)*90;
     PieceType type = (PieceType)(id / 4);
-    QPair<PieceType, int> key(type, rotation);
-    if (!pieceCache.contains(key))
-        return ppieces;
-    return pieceCache[key];
-}
-
-void AvailablePieces::initPieceCache()
-{
-    for (int i = 0; ppieces[i].type != PiecesEnd; ++i)
-        pieceCache.insert(QPair<PieceType, int>(ppieces[i].type, ppieces[i].rotation), &ppieces[i]);
+    return findPiece(type, rotation);
 }
 
 void AvailablePieces::initGame(int count, AvailablePiece* pieces)
@@ -347,17 +346,24 @@ void GameController::startLevel(QString fileName)
     neededFlow = 0;
     int prePlacedCount = 0;
     gameData >> prePlacedCount;
-    qDebug() << rows << cols;
     if (prePlacedCount < 2 || prePlacedCount > 100)
-        qFatal("Error reading game file: piece count000");
+        qFatal("Error reading game file: piece count");
 
     PrePlacedPiece* prePlaced = new PrePlacedPiece[prePlacedCount];
     for (int i = 0; i < prePlacedCount; ++i) {
-        int ix = 0;
-        gameData >> ix;
-        if (ix < 0 || ix >= noPieces)
-            qFatal("Error reading game file: no of pieces");
-        prePlaced[i].piece = &ppieces[ix];
+        int type = 0;
+        gameData >> type;
+        if (type < 0 || type >= PiecesEnd)
+            qFatal("Error reading game file: type of pre-placed piece");
+
+        int rotation = 0;
+        gameData >> rotation;
+        if (rotation != 0 && rotation != 90 && rotation != 180 && rotation != 270)
+            qFatal("Error reading game file: rotation of pre-placed piece");
+
+        prePlaced[i].piece = findPiece((PieceType)type, rotation);
+        if (!prePlaced[i].piece)
+            qFatal("Error reading game file: invalid pre-placed piece");
 
         // Record that the liquid must flow through this pre-placed
         // piece (if it can)
@@ -471,6 +477,11 @@ void GameController::computeFlow()
         return;
     }
 
+    if (flowDir == DirPassed) {
+        flowTimer.stop();
+        emit levelPassed(flowScore);
+    }
+
     if (flowDir == DirNone) {
         // This square contained no pipe or an incompatible pipe. Get
         // some more time, so that the user sees the failure before we
@@ -482,15 +493,15 @@ void GameController::computeFlow()
     flowScore += 10;
 
     if (flowDir == DirDone) {
+        // Again, give the user some time...
         if (flowPreplaced < neededFlow) {
             flowDir = DirFailed;
             // TODO: indicate which pipes were missing
-            flowTimer.setInterval(1000);
-        }
-        else {
-            flowTimer.stop();
-            emit levelPassed(flowScore);
         }
+        else
+            flowDir = DirPassed;
+
+        flowTimer.setInterval(1000);
         return;
     }
 
@@ -532,33 +543,78 @@ void GameController::computeFlow()
         flowPreplaced += 1;
 }
 
-LevelSwitcher::LevelSwitcher(GameController* gameController, QLabel* levelLabel, 
-                             QFrame* startFrame, QLabel* startTitle, QLabel* startLabel, QPushButton* startButton,
-                             QLabel* scoreLabel,
-
-                             QStringList levels)
-    : gameController(gameController), levelLabel(levelLabel), 
-      startFrame(startFrame), startTitle(startTitle), startLabel(startLabel), startButton(startButton),
-      scoreLabel(scoreLabel),
-      levels(levels), level(0), totalScore(0)
+LevelSwitcher::LevelSwitcher(GameController* gameController,
+                             QWidget* levelWidget, QListWidget* levelList, 
+                             QPushButton* levelStartButton,
+                             QWidget* startWidget, QLabel* startTitle, 
+                             QLabel* startLabel, QPushButton* startButton,
+                             QLabel* levelLabel, QLabel* scoreLabel,
+                             QStringList levelCollections)
+    : gameController(gameController),
+      levelWidget(levelWidget), levelList(levelList), levelStartButton(levelStartButton),
+      startWidget(startWidget), startTitle(startTitle), startLabel(startLabel), startButton(startButton),
+      levelLabel(levelLabel), scoreLabel(scoreLabel),
+      levelCollections(levelCollections), level(0), totalScore(0)
 {
+    connect(levelStartButton, SIGNAL(clicked()), this, SLOT(onLevelCollectionChosen()));
+
     connect(startButton, SIGNAL(clicked()), this, SLOT(onStartClicked()));
     connect(gameController, SIGNAL(levelPassed(int)), this, SLOT(onLevelPassed(int)));
     connect(gameController, SIGNAL(levelFailed()), this, SLOT(onLevelFailed()));
     startTitle->setText("Starting a new game.");
     scoreLabel->setText("0");
+    chooseLevelCollection();
+}
+
+void LevelSwitcher::chooseLevelCollection()
+{
+    levelList->clear();
+    bool first = true;
+    foreach (const QString& collection, levelCollections) {
+        QListWidgetItem *newItem = new QListWidgetItem();
+        newItem->setText(collection);
+        levelList->addItem(newItem); // transfers ownership
+        if (first) {
+            levelList->setCurrentItem(newItem);
+            first = false;
+        }
+    }
+    levelWidget->show();
+}
+
+void LevelSwitcher::onLevelCollectionChosen()
+{
+    levelWidget->hide();
+    QString collection = levelList->currentItem()->text();
+    QFile file(QString(LEVDIR) + "/" + collection + ".dat");
+    if (!file.exists())
+        qFatal("Error reading game file: doesn't exist");
+    file.open(QIODevice::ReadOnly);
+    QTextStream levelData(&file);
+    levels.clear();
+    
+    while (!levelData.atEnd())
+        levels << levelData.readLine();
+
+    level = 0;
+    totalScore = 0;
     initiateLevel();
 }
 
 void LevelSwitcher::onStartClicked()
 {
-    startFrame->hide();
+    startWidget->hide();
     levelLabel->setText(QString::number(level+1));
     gameController->startLevel(QString(LEVDIR) + "/" + levels[level] + ".dat");
 }
 
 void LevelSwitcher::initiateLevel()
 {
+    if (level >= levels.size()) {
+        qWarning() << "Level index too large";
+        return;
+    }
+
     QFile file(QString(LEVDIR) + "/" + levels[level] + ".leg");
     if (!file.exists())
         qFatal("Error reading game file: doesn't exist");
@@ -567,8 +623,12 @@ void LevelSwitcher::initiateLevel()
 
     QString introText = gameData.readLine();
     introText.replace("IMGDIR", IMGDIR);
+
+    // The start button might be connected to "chooseLevelCollection"
+    startButton->disconnect();
+    connect(startButton, SIGNAL(clicked()), this, SLOT(onStartClicked()));
     startLabel->setText(introText);
-    startFrame->show();
+    startWidget->show();
 }
 
 void LevelSwitcher::onLevelPassed(int score)
@@ -584,9 +644,10 @@ void LevelSwitcher::onLevelPassed(int score)
     else {
         startTitle->setText(QString("All levels passed. Score: ") + QString::number(score));
         startLabel->setText("Start a new game?");
-        // TODO: go to the level set selection screen
+        startButton->disconnect();
+        connect(startButton, SIGNAL(clicked()), this, SLOT(chooseLevelCollection()));
         level = 0;
-        startFrame->show();
+        startWidget->show();
     }
 }
 
@@ -597,14 +658,12 @@ void LevelSwitcher::onLevelFailed()
 }
 
 // Todo next:
-// desktop stuff
-// icon for app manager
-// install all graphics
 // better graphics
 // save & load
 // level collections: introduction + basic
 // more levels
 // make fixed pipes look different than non-fixed ones
+// color theme
 // --------------
 // re-placing pieces
 // graphical hints on what to do next