// This is the main constructor.
PropertiesDialog::PropertiesDialog(QWidget *parent, const QVector<QString> Qheader, const QString sourceInput, const QString targetInput) : QDialog(parent) {
  // We first set up the standard elements of the interface, which are only two labels and two buttons.
  sourceLabel = new QLabel(sourceInput);
  targetLabel = new QLabel(targetInput);
  saveCloseButton = new QPushButton(tr("Save and Close"));
  cancelButton = new QPushButton(tr("Cancel"));

  // We dynamically create two lists of checkboxes as well, which represent potential properties.
  // Only variables that were not already selected as source and target nodes are included as options.
  QVectorIterator<QString> it(Qheader);
  while (it.hasNext()) {
    QPointer<QCheckBox> tempBoxOne = new QCheckBox(it.peekNext(), this);
    QPointer<QCheckBox> tempBoxTwo = new QCheckBox(it.next(), this);
    if (tempBoxOne->text() != sourceInput && tempBoxOne->text() != targetInput) {
      sourceVector.push_back(tempBoxOne);
    } else {
      delete tempBoxOne;
    }
    if (tempBoxTwo->text() != targetInput && tempBoxTwo->text() != sourceInput) {
      targetVector.push_back(tempBoxTwo);
      if (sourceInput == targetInput) {
	tempBoxTwo->setEnabled(false);
      }
    } else {
      delete tempBoxTwo;
    }
  }
  
  // We then set up the signals. Basically, save and close is the only signal that will send information from the properties dialog
  // to the main dialog.
  connect(saveCloseButton, SIGNAL(clicked()), this, SLOT(saveAndClose()));
  connect(cancelButton, SIGNAL(clicked()), this, SLOT(cancel())); // In case the user decides not to set properties.
  
  // Then we create our layout. 
  QPointer<QVBoxLayout> mainLayout = new QVBoxLayout;
  QPointer<QHBoxLayout> mainBodyLayout = new QHBoxLayout;
  QPointer<QVBoxLayout> mainBodyLeft = new QVBoxLayout;
  QPointer<QVBoxLayout> mainBodyRight = new QVBoxLayout;

  mainBodyLeft->addWidget(sourceLabel);
  QVectorIterator<QPointer<QCheckBox> > sI(sourceVector);
  while (sI.hasNext()) {
    mainBodyLeft->addWidget(sI.next());
  }
  
  mainBodyRight->addWidget(targetLabel);
  QVectorIterator<QPointer<QCheckBox> > tI(targetVector);
  while (tI.hasNext()) {
    mainBodyRight->addWidget(tI.next());
  }
  
  mainBodyLayout->addLayout(mainBodyLeft);
  mainBodyLayout->addLayout(mainBodyRight);
  mainLayout->addLayout(mainBodyLayout);
  QPointer<QHBoxLayout> lowerLayout = new QHBoxLayout;
  lowerLayout->addWidget(saveCloseButton);
  lowerLayout->addWidget(cancelButton);
  mainLayout->addLayout(lowerLayout);

  setLayout(mainLayout);
  setWindowTitle(tr("Set Properties"));
  setFixedHeight(sizeHint().height());
  // And that finishes our constructor
}
PlayerDeathDialog::PlayerDeathDialog(void)
{
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;

    QPointer<QLabel> obj_label = new QLabel(QString("<b><big>Press 'Close' when ready:</big></b>"));
    obj_label->setAlignment(Qt::AlignCenter);
    vlay->addWidget(obj_label);

    vlay->addStretch(1);

    // Add the "Character Screen" button
    QPointer<QPushButton> char_screen_button = new QPushButton("Character Information");
    char_screen_button->setToolTip("View player screen.");
    connect(char_screen_button, SIGNAL(clicked()), this, SLOT(death_player_info()));
    vlay->addWidget(char_screen_button);

    // Add the "Information" button
    QPointer<QPushButton> info_button = new QPushButton("  Equipment and Inventory Information  ");
    info_button->setToolTip("View equipment, inventory.");
    connect(info_button, SIGNAL(clicked()), this, SLOT(death_inven_info()));
    vlay->addWidget(info_button);

    // Add the  "Home Inventory" button
    QPointer<QPushButton> home_button = new QPushButton("Home Inventory");
    home_button->setToolTip("View inventory in player's home.");
    connect(home_button, SIGNAL(clicked()), this, SLOT(death_home_inven()));
    vlay->addWidget(home_button);

    // Add the "Messages" button
    QPointer<QPushButton> message_button = new QPushButton("Messages");
    message_button->setToolTip("View recent messages.");
    connect(message_button, SIGNAL(clicked()), this, SLOT(death_messages()));
    vlay->addWidget(message_button);

    // Add the "Character Dump" button
    QPointer<QPushButton> file_dump_button = new QPushButton("Character Dump");
    file_dump_button->setToolTip("Create a final character dump.");
    connect(file_dump_button, SIGNAL(clicked()), this, SLOT(death_file_dump()));
    vlay->addWidget(file_dump_button);

    // Add the "Screenshot" button
    QPointer<QPushButton> screenshot_button = new QPushButton("Screenshot");
    screenshot_button->setToolTip("Create a final screenshot.");
    connect(screenshot_button, SIGNAL(clicked()), this, SLOT(death_screenshot()));
    vlay->addWidget(screenshot_button);

    // Add the "Scores" button
    QPointer<QPushButton> scores_button = new QPushButton("View Scores");
    scores_button->setToolTip("View the scores for all characters.");
    connect(scores_button, SIGNAL(clicked()), this, SLOT(death_scores()));
    vlay->addWidget(scores_button);

    // Add the "Examine" button
    QPointer<QPushButton> examine_button = new QPushButton("Examine Items");
    examine_button->setToolTip("Examine Items in Player Inventory and Backpack.");
    connect(examine_button, SIGNAL(clicked()), this, SLOT(death_examine()));
    vlay->addWidget(examine_button);

    // Add the "View Notes" button
    QPointer<QPushButton> notes_button = new QPushButton("View Notes");
    notes_button->setToolTip("View a log of all notes from the game.");
    connect(notes_button, SIGNAL(clicked()), this, SLOT(death_notes()));
    vlay->addWidget(notes_button);

    // Add the "Spoilers" button
    QPointer<QPushButton> spoilers_button = new QPushButton("Create Spoilers");
    spoilers_button->setToolTip("Create spoiler files.");
    connect(spoilers_button, SIGNAL(clicked()), this, SLOT(death_spoilers()));
    vlay->addWidget(spoilers_button);

    vlay->addStretch(1);

    //Add a close button on the right side
    QPointer<QDialogButtonBox> buttons = new QDialogButtonBox(QDialogButtonBox::Close);
    connect(buttons, SIGNAL(rejected()), this, SLOT(reject()));
    vlay->addWidget(buttons);

    setLayout(vlay);
    setWindowTitle("Press 'Close' when done:");
    this->exec();
}
Beispiel #3
0
//Init the dialog
void QxMainWindow::initDialog()
{
	// Menu
    QPointer<QMenu> pFileMenu = menuBar()->addMenu("File");
    QPointer<QMenu> pViewMenu = menuBar()->addMenu("View");
    QPointer<QMenu> pHelpMenu = menuBar()->addMenu("Help");
	m_pOpenAction = pFileMenu->addAction("Open");
	m_pDecodeAction = pFileMenu->addAction("Decode Selected");
	m_pDecodeAllAction = pFileMenu->addAction("Decode All");
	m_pRemoveAction = pFileMenu->addAction("Remove Selected");
	m_pClearListAction = pFileMenu->addAction("Remove All");
	m_pHidePreviewAction = pViewMenu->addAction("Hide Preview");
	m_pAboutAction = pHelpMenu->addAction("About gntDecoder");

	m_pOpenAction->setIcon(QIcon(":/Resources/open.ico"));
	m_pDecodeAllAction->setIcon(QIcon(":/Resources/save_all.ico"));
	m_pAboutAction->setIcon(QIcon(":/Resources/about.ico"));
	m_pDecodeAction->setIcon(QIcon(":/Resources/save.png"));
	m_pRemoveAction->setIcon(QIcon(":/Resources/remove.ico"));
	m_pClearListAction->setIcon(QIcon(":/Resources/clear.ico"));
	m_pHidePreviewAction->setIcon(QIcon(":/Resources/hide.png"));

	m_pOpenAction->setToolTip("Add .gnt files to file list");
	m_pDecodeAction->setToolTip("Decode selected file");
	m_pDecodeAllAction->setToolTip("Decode all files in the file list");
	m_pRemoveAction->setToolTip("Remove selected file from file list(Do nothing with local files)");
	m_pClearListAction->setToolTip("Clear file list(Do nothing with local files)");
	m_pHidePreviewAction->setToolTip("Hide preview image");
	
	// Toolbar
	m_pToolBar = new QToolBar;
	addToolBar(m_pToolBar);
	m_pToolBar->addAction(m_pOpenAction);
	m_pToolBar->addAction(m_pDecodeAction);
	m_pToolBar->addAction(m_pDecodeAllAction);
	m_pToolBar->addAction(m_pRemoveAction);
	m_pToolBar->addAction(m_pClearListAction);
	m_pToolBar->addAction(m_pHidePreviewAction);

	// window widgets
	m_pFileListWidget = new QListWidget;
	m_pPreviewLabel = new QLabel;
	m_pPreviewLabel->setSizePolicy(QSizePolicy::Expanding, QSizePolicy::Expanding);
    QPointer<QSplitter> pSplitter = new QSplitter(Qt::Horizontal);
	pSplitter->addWidget(m_pFileListWidget);
	pSplitter->addWidget(m_pPreviewLabel);

	// window style
	setCentralWidget(pSplitter);
	setWindowFlags(windowFlags() & ~Qt::WindowMinMaxButtonsHint);

	// connect signals/slots
    connect(m_pOpenAction.data(), &QAction::triggered, this, &QxMainWindow::setFileList);
    connect(m_pDecodeAction.data(), &QAction::triggered, this, &QxMainWindow::decodeSelected);
    connect(m_pDecodeAllAction.data(), &QAction::triggered, this, &QxMainWindow::decodeAll);
    connect(m_pClearListAction.data(), &QAction::triggered, this, &QxMainWindow::clearFileList);
    connect(m_pRemoveAction.data(), &QAction::triggered, this, &QxMainWindow::removeSelectedFile);
    connect(m_pHidePreviewAction.data(), &QAction::triggered, this, &QxMainWindow::closePreview);
    connect(m_pFileListWidget.data(), &QListWidget::itemSelectionChanged, this, &QxMainWindow::preview);
    connect(m_pAboutAction.data(), &QAction::triggered, this, &QxMainWindow::showAboutDialog);
}
// Select a monster from a list and place it in the dungeon.
MakeMonsterDialog::MakeMonsterDialog(void)
{
    int i;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;
    mon_choice = new QComboBox;
    int y, x;

    QPointer<QLabel>  mon_label = new QLabel(QString("<b><big>Please select a monster:</big></b>"));
    mon_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(mon_label);
    vlay->addStretch();

    connect(mon_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_mon_choice(int)));

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    int count = 0;
    mon_num = 0;

    for (i = 1; i < z_info->r_max; i++)
    {
        monster_race *r_ptr = &r_info[i];

        /* Skip "empty" items */
        if (r_ptr->r_name_full.isEmpty()) continue;
        // Skip player_ghost templates
        if (r_ptr->flags2 & (RF2_PLAYER_GHOST)) continue;

        mon_choice->addItem(QString("%1") .arg(i));

        mon_choice->setItemText(count++, get_mon_display_name(i));
    }

    vlay->addWidget(mon_choice);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Make Monster"));
    this->exec();

    // find the monster
    count = 0;
    for (i = 1; i < z_info->r_max; i++)
    {
        monster_race *r_ptr = &r_info[i];

        /* Skip "empty" items */
        if (r_ptr->r_name_full.isEmpty()) continue;
        // Skip player_ghost templates
        if (r_ptr->flags2 & (RF2_PLAYER_GHOST)) continue;

        // Found the match
        if (count == mon_num) break;
        count++;
    }

    /* Try 10 times */
    for (int k = 0; k < 10; k++)
    {
        int d = 2;

        /* Pick a location */
        scatter(&y, &x, p_ptr->py, p_ptr->px, d, 0);

        /* Require empty grids */
        if (!cave_empty_bold(y, x)) continue;

        /* Place it (allow groups) */
        if (place_monster_aux(y, x, i, (MPLACE_GROUP | MPLACE_OVERRIDE | MPLACE_SLEEP))) break;
    }
}
// Select a monster from a list and place it in the dungeon.
MakeFeatureDialog::MakeFeatureDialog(void)
{
    int i;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;
    feat_choice = new QComboBox;

    QPointer<QLabel>  feat_label = new QLabel(QString("<b><big>Please select a feature:</big></b>"));
    feat_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(feat_label);
    vlay->addStretch();

    connect(feat_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_feat_choice(int)));

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    int count = 0;
    feat_num = 0;

    for (i = 1; i < z_info->f_max; i++)
    {
        /* Get the feature */
        feature_type *f_ptr = &f_info[i];

        if (f_ptr->f_name.isEmpty()) continue;

        feat_choice->addItem(QString("%1") .arg(i));

        feat_choice->setItemText(count++, get_feat_display_name(i));
    }

    vlay->addWidget(feat_choice);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Make Feature"));
    this->exec();

    // find the feature
    count = 0;
    for (i = 1; i < z_info->f_max; i++)
    {
        /* Get the feature */
        feature_type *f_ptr = &f_info[i];

        if (f_ptr->f_name.isEmpty()) continue;

        // Found the match
        if (count == feat_num) break;
        count++;
    }

        /* Pick a location */
    if (!target_set_interactive(TARGET_GRID, -1, -1)) return;

    /* Paranoia */
    if (!p_ptr->target_set) return;

    int y = p_ptr->target_row;
    int x = p_ptr->target_col;

    /* Paranoia */
    if (dungeon_info[y][x].has_object())
    {
        pop_up_message_box("Must be an empty grid");
        return;
    }

    if (feat_ff2_match(i, FF2_EFFECT))
    {
        feature_type *f_ptr = &f_info[i];

        int gf_type = f_ptr->x_gf_type;

        if (feat_ff2_match(i, FF2_TRAP_SMART))
        {
            QString dummy_string;
            u16b flags = fire_trap_smart(i, y, x, MODE_FLAGS, &dummy_string);

            set_effect_trap_smart(i, y, x, flags);
        }
        else if (feat_ff2_match(i, FF2_TRAP_PASSIVE)) set_effect_trap_passive(i, y, x);
        else if (feat_ff2_match(i, FF2_TRAP_MON)) set_effect_trap_player(i, y, x);
        else if (i == FEAT_GLYPH_WARDING) set_effect_glyph(y, x);
        else if (i == FEAT_WALL_GLACIER) set_effect_glacier(i, y, x, SOURCE_EFFECT, 0);
        else if (i == FEAT_WALL_INSCRIPTION) set_effect_inscription(i, y, x, SOURCE_EFFECT, 0);
        else if ((i == FEAT_RUBBLE) || (i == FEAT_RUBBLE_HIDDEN_OBJECT) ||
                 (i == FEAT_LOOSE_ROCK)) set_effect_rocks(i, y, x);
        else if (i == FEAT_EFFECT_SMOKE) set_effect_lingering_cloud(FEAT_EFFECT_SMOKE, y, x, 100, SOURCE_OTHER, 0);
         else if (i == FEAT_EFFECT_FOG) set_effect_permanent_cloud(i, y, x, 0, 0);

        // This list should be kept current with the function project_x
        else switch (gf_type)
        {
            case GF_COLD:
            case GF_ACID:
            case GF_ELEC:
            case GF_POIS:
            case GF_BWATER:
            case GF_BMUD:
            case GF_FIRE:
            case GF_LAVA:
            case GF_SPORE:
            case GF_NETHER:
            case GF_CHAOS:
            case GF_DISENCHANT:
            case GF_NEXUS:
            case GF_TIME:
            case GF_CONFUSION:
            case GF_SHARD:
            {
                set_effect_lingering_cloud(i, y, x, 50, SOURCE_OTHER, 0);
                break;
            }
            case GF_GRAVITY:
            case GF_INERTIA_NPP:
            case GF_LIFE_DRAIN:
            case GF_LIGHT:
            case GF_DARK:
            case GF_ELEC_BURST:
            case GF_METEOR:
            {

                set_effect_shimmering_cloud(i, y, x, 50, 50, SOURCE_OTHER, 0);
                break;
            }
            default :break;
        }
    }

    /* Create the feature */
    else cave_set_feat(y, x, i);
}
EditObjectDialog::EditObjectDialog(void)
{


    object_type *o_ptr;
    int item;

    /* Get an item */
    QString q = "Choose an item to edit. ";
    QString s = "You have no eligible items.";
    /* Only accept legal items. */
    item_tester_hook = item_tester_hook_not_artifact;

    if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | USE_QUIVER))) return;

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    QPointer<QVBoxLayout> vlay = new QVBoxLayout;

    QPointer<QGridLayout> edit_info = new QGridLayout;

    QPointer<QLabel>  obj_label = new QLabel(QString("<b><big>Editing %1</big></b>") .arg(object_desc(o_ptr, ODESC_PREFIX | ODESC_FULL)));
    obj_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(obj_label);

    // Edit quantity
    QPointer<QLabel>  quant_label = new QLabel("Edit quantity");
    QPointer<QSpinBox> quant_spinner = new QSpinBox;
    quant_spinner->setRange(1,MAX_STACK_SIZE);
    quant_spinner->setValue(o_ptr->number);
    edit_info->addWidget(quant_label, 1, 0);
    edit_info->addWidget(quant_spinner, 1, 1);

    // Pval
    QPointer<QLabel>  pval_label = new QLabel("Edit pval");
    QPointer<QSpinBox> pval_spinner = new QSpinBox;
    pval_spinner->setRange(-99,99);
    pval_spinner->setValue(o_ptr->pval);
    edit_info->addWidget(pval_label, 2, 0);
    edit_info->addWidget(pval_spinner, 2, 1);
    if (!o_ptr->is_wieldable())
    {
        pval_label->hide();
        pval_spinner->hide();
    }

    // To-hit
    QPointer<QLabel>  to_h_label = new QLabel("Edit To-Hit");
    QPointer<QSpinBox> to_h_spinner = new QSpinBox;
    to_h_spinner->setRange(-99,99);
    to_h_spinner->setValue(o_ptr->to_h);
    edit_info->addWidget(to_h_label, 3, 0);
    edit_info->addWidget(to_h_spinner, 3, 1);

    if (!o_ptr->is_wieldable() && !o_ptr->is_ammo())
    {
        to_h_label->hide();
        to_h_spinner->hide();
    }

    // To-damage
    QPointer<QLabel>  to_d_label = new QLabel("Edit To-Dam");
    QPointer<QSpinBox> to_d_spinner = new QSpinBox;
    to_d_spinner->setRange(-99,99);
    to_d_spinner->setValue(o_ptr->to_d);
    edit_info->addWidget(to_d_label, 4, 0);
    edit_info->addWidget(to_d_spinner, 4, 1);
    if (!o_ptr->is_wieldable() && !o_ptr->is_ammo())
    {
        to_h_label->hide();
        to_h_spinner->hide();
        to_d_label->hide();
        to_d_spinner->hide();
    }

    // Armor Class
    QPointer<QLabel>  to_ac_label = new QLabel("Edit Armor Class");
    QPointer<QSpinBox> to_ac_spinner = new QSpinBox;
    to_ac_spinner->setRange(-99,99);
    to_ac_spinner->setValue(o_ptr->to_d);
    edit_info->addWidget(to_ac_label, 5, 0);
    edit_info->addWidget(to_ac_spinner, 5, 1);
    if (!o_ptr->is_wieldable())
    {
        to_ac_label->hide();
        to_ac_spinner->hide();
    }


    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));


    vlay->addLayout(edit_info);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);
    setWindowTitle("Object Editor");
    this->exec();

    o_ptr->number = quant_spinner->value();
    o_ptr->pval = pval_spinner->value();
    o_ptr->to_h = to_h_spinner->value();
    o_ptr->to_d = to_d_spinner->value();
    o_ptr->to_a = to_ac_spinner->value();

    /* Combine and Reorder the pack (later) */
    p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER);

    /* Update stuff */
    p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);

    handle_stuff();
}
// Select an artifact from a list and place it in the player's inventory.
// Note that dragon armor comes out doesn't work too well, since it
// is always make into an ego item.
MakeObjectDialog::MakeObjectDialog(void)
{
    int i;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;
    obj_choice = new QComboBox;
    object_type object_type_body;
    object_type *i_ptr = &object_type_body;


    QPointer<QLabel>  obj_label = new QLabel(QString("<b><big>Please select an object:</big></b>"));
    obj_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(obj_label);
    vlay->addStretch();

    connect(obj_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_obj_choice(int)));

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    int count = 0;
    obj_num = 0;

    for (i = 1; i < z_info->k_max; i++)
    {
        object_kind *k_ptr = &k_info[i];

        /* Skip "empty" items */
        if (k_ptr->k_name.isEmpty()) continue;
        // Skip artifact templates
        if (k_ptr->k_flags3 & (TR3_INSTA_ART)) continue;
        // Skip gold
        if (k_ptr->tval == TV_GOLD) continue;

        obj_choice->addItem(QString("%1") .arg(i));

        obj_choice->setItemText(count++, get_object_display_name(i));
    }

    vlay->addWidget(obj_choice);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Make Object"));
    this->exec();

    // find the object
    count = 0;
    for (i = 1; i < z_info->k_max; i++)
    {
        object_kind *k_ptr = &k_info[i];

        /* Skip "empty" items */
        if (k_ptr->k_name.isEmpty()) continue;
        // Skip artifact templates
        if (k_ptr->k_flags3 & (TR3_INSTA_ART)) continue;
        // Skip gold
        if (k_ptr->tval == TV_GOLD) continue;

        // Found the match
        if (count == obj_num) break;
        count++;
    }

    //  This is necessary to keep the game from freezing on dragon armor
    object_level = k_info[i].k_level;

    i_ptr->object_wipe();
    object_prep(i_ptr, i);
    apply_magic(i_ptr, p_ptr->depth, FALSE, FALSE, FALSE, FALSE);
    object_history(i_ptr, ORIGIN_CHEAT, 0);
    identify_object(i_ptr, true);
    if(inven_carry(i_ptr) < 0)
    {
        drop_near(i_ptr, -1, p_ptr->py, p_ptr->px);
    }

    object_level = p_ptr->depth;
}
// Select an artifact from a list and place it in the player's inventory
MakeArtifactDialog::MakeArtifactDialog(void)
{
    int i;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;
    art_choice = new QComboBox;
    object_type object_type_body;
    object_type *i_ptr = &object_type_body;


    QPointer<QLabel>  obj_label = new QLabel(QString("<b><big>Please select an artifact:</big></b>"));
    obj_label->setAlignment(Qt::AlignCenter);

    vlay->addWidget(obj_label);
    vlay->addStretch();

    connect(art_choice, SIGNAL(currentIndexChanged(int)), this, SLOT(update_art_choice(int)));

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    int count = 0;
    art_num = 0;

    for (i = 1; i < z_info->art_norm_max; i++)
    {
        artifact_type *a_ptr = &a_info[i];

        /* Skip "empty" items */
        if (a_ptr->tval + a_ptr->sval == 0) continue;

        art_choice->addItem(QString("%1") .arg(i));

        art_choice->setItemText(count++, get_artifact_display_name(i));
    }

    vlay->addWidget(art_choice);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Make Artifact"));
    this->exec();

    // find the artifact
    count = 0;
    for (i = 1; i < z_info->art_norm_max; i++)
    {
        artifact_type *a_ptr = &a_info[i];

        /* Skip "empty" items */
        if (a_ptr->tval + a_ptr->sval == 0) continue;

        // Found the match
        if (count == art_num) break;
        count++;
    }

    i_ptr->object_wipe();
    if (!wiz_alloc_artifact(i_ptr, i))
    {

     return;
    }
    object_history(i_ptr, ORIGIN_CHEAT, 0);
    identify_object(i_ptr, true);
    if(inven_carry(i_ptr) < 0)
    {
        drop_near(i_ptr, -1, p_ptr->py, p_ptr->px);
    }
}
EditCharacterDialog::EditCharacterDialog(void)
{
    QPointer<QGridLayout> edit_info = new QGridLayout;
    QPointer<QVBoxLayout> vlay = new QVBoxLayout;

    // First allow the 6 stats to be edited
    // Strength
    QPointer<QLabel>  str_label = new QLabel("Strength");
    QPointer<QSpinBox> str_spinner = new QSpinBox;
    str_spinner->setRange(3,118);
    str_spinner->setValue(p_ptr->stat_base_cur[A_STR]);
    edit_info->addWidget(str_label, 1, 0);
    edit_info->addWidget(str_spinner, 1, 1);

    // Intelligence
    QPointer<QLabel>  int_label = new QLabel("Intelligence");
    QPointer<QSpinBox> int_spinner = new QSpinBox;
    int_spinner->setRange(3,118);
    int_spinner->setValue(p_ptr->stat_base_cur[A_INT]);
    edit_info->addWidget(int_label, 2, 0);
    edit_info->addWidget(int_spinner, 2, 1);

    // Wisdom
    QPointer<QLabel>  wis_label = new QLabel("Wisdom");
    QPointer<QSpinBox> wis_spinner = new QSpinBox;
    wis_spinner->setRange(3,118);
    wis_spinner->setValue(p_ptr->stat_base_cur[A_WIS]);
    edit_info->addWidget(wis_label, 3, 0);
    edit_info->addWidget(wis_spinner, 3, 1);

    // Dexterity
    QPointer<QLabel>  dex_label = new QLabel("Dexterity");
    QPointer<QSpinBox> dex_spinner = new QSpinBox;
    dex_spinner->setRange(3,118);
    dex_spinner->setValue(p_ptr->stat_base_cur[A_DEX]);
    edit_info->addWidget(dex_label, 4, 0);
    edit_info->addWidget(dex_spinner, 4, 1);

    // Constitution
    QPointer<QLabel>  con_label = new QLabel("Constitution");
    QPointer<QSpinBox> con_spinner = new QSpinBox;
    con_spinner->setRange(3,118);
    con_spinner->setValue(p_ptr->stat_base_cur[A_CON]);
    edit_info->addWidget(con_label, 5, 0);
    edit_info->addWidget(con_spinner, 5, 1);

    // Charisma
    QPointer<QLabel>  chr_label = new QLabel("Charisma");
    QPointer<QSpinBox> chr_spinner = new QSpinBox;
    chr_spinner->setRange(3,118);
    chr_spinner->setValue(p_ptr->stat_base_cur[A_CHR]);
    edit_info->addWidget(chr_label, 6, 0);
    edit_info->addWidget(chr_spinner, 6, 1);

    // Gold
    QPointer<QLabel>  gold_label = new QLabel("Gold");
    QPointer<QSpinBox> gold_spinner = new QSpinBox;
    gold_spinner->setRange(0,500000000);
    gold_spinner->setValue(p_ptr->au);
    gold_spinner->setSingleStep(1000000);
    edit_info->addWidget(gold_label, 7, 0);
    edit_info->addWidget(gold_spinner, 7, 1);

    // Experience
    QPointer<QLabel>  exp_label = new QLabel("Experience");
    QPointer<QSpinBox> exp_spinner = new QSpinBox;
    exp_spinner->setRange(0,10000000);
    exp_spinner->setValue(p_ptr->max_exp);
    exp_spinner->setSingleStep(10000);
    edit_info->addWidget(exp_label, 8, 0);
    edit_info->addWidget(exp_spinner, 8, 1);

        // Experience
    QPointer<QLabel>  fame_label = new QLabel("Fame");
    QPointer<QSpinBox> fame_spinner = new QSpinBox;
    fame_spinner->setRange(0,5000);
    fame_spinner->setValue(p_ptr->q_fame);
    fame_spinner->setSingleStep(100);
    edit_info->addWidget(fame_label, 9, 0);
    edit_info->addWidget(fame_spinner, 9, 1);

    QPointer<QPushButton> close_button = new QPushButton(tr("&Close"));
    connect(close_button, SIGNAL(clicked()), this, SLOT(close()));

    vlay->addLayout(edit_info);
    vlay->addStretch();
    vlay->addWidget(close_button);

    setLayout(vlay);

    setWindowTitle(tr("Character Edit Screen"));
    this->exec();

    p_ptr->stat_base_cur[A_STR] = p_ptr->stat_base_max[A_STR] = str_spinner->value();
    p_ptr->stat_base_cur[A_INT] = p_ptr->stat_base_max[A_INT] = int_spinner->value();
    p_ptr->stat_base_cur[A_WIS] = p_ptr->stat_base_max[A_WIS] = wis_spinner->value();
    p_ptr->stat_base_cur[A_DEX] = p_ptr->stat_base_max[A_DEX] = dex_spinner->value();
    p_ptr->stat_base_cur[A_CON] = p_ptr->stat_base_max[A_CON] = con_spinner->value();
    p_ptr->stat_base_cur[A_CHR] = p_ptr->stat_base_max[A_CHR] = chr_spinner->value();
    p_ptr->au = gold_spinner->value();
    p_ptr->max_exp = p_ptr->exp = exp_spinner->value();
    check_experience();
    p_ptr->q_fame = fame_spinner->value();


        /* Combine and Reorder the pack (later) */
    p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER);

    /* Update stuff */
    p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);

    /* Fully update the visuals */
    p_ptr->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS);

    /* Redraw everything */
    p_ptr->redraw |= (PR_STATUSBAR | PR_SIDEBAR_PL | PR_MAP | PR_WIN_INVENTORY | PR_WIN_EQUIPMENT |
                      PR_MESSAGES | PR_WIN_MON_RECALL | PR_WIN_OBJ_RECALL | PR_WIN_MESSAGES |
                      PR_WIN_OBJLIST | PR_WIN_FEAT_RECALL);

    handle_stuff();
}
WizardModeDialog::WizardModeDialog(void)
{
    int row = 0;

    // Paranoia
    if (!p_ptr->playing) return;

    if (!p_ptr->is_wizard)
    {
        QString prompt = color_string(QString ("<b><big>You are about to use 'Wizard Mode' commands.</big></b><br><br>"), TERM_RED);
        prompt.append("Wizard Mode contains many powerful 'cheat' commands.  ");
        prompt.append("Your savefile will be marked as a wizard mode character and will not be scored.<br><br>");
        prompt.append("Really use Wizard Mode?");
        if (!get_check(prompt)) return;
        p_ptr->is_wizard = TRUE;
    }

    main_prompt = new QLabel(QString("<b><big>Please select a command</big></b><br>"));
    main_prompt->setAlignment(Qt::AlignCenter);

    QPointer<QVBoxLayout> vlay = new QVBoxLayout;

    vlay->addWidget(main_prompt);

    // Add the player related commands
    QPointer<QGridLayout> wizard_layout = new QGridLayout;

    player_section = new QLabel("<b>Player commands</b>");
    player_section->setAlignment(Qt::AlignCenter);
    wizard_layout->addWidget(player_section, row, 1);

    row++;

    // Add the "cure all" button
    QPointer<QPushButton> heal_button = new QPushButton("Heal Player");
    heal_button->setToolTip("Completely heal and restore the player.");
    connect(heal_button, SIGNAL(clicked()), this, SLOT(wiz_cure_all()));
    wizard_layout->addWidget(heal_button, row, 0);

    // Add the "know all" button
    QPointer<QPushButton> know_button = new QPushButton("Know All");
    know_button->setToolTip("Know everything about every feature, object, and monster in the game.");
    connect(know_button, SIGNAL(clicked()), this, SLOT(wiz_know_all()));
    wizard_layout->addWidget(know_button, row, 1);

    // Add the "jump" button
    QPointer<QPushButton> jump_button = new QPushButton("Jump To New Level");
    jump_button->setToolTip("Allow the player to instantly jump to any level in the dungeon.");
    connect(jump_button, SIGNAL(clicked()), this, SLOT(wiz_jump()));
    wizard_layout->addWidget(jump_button, row, 2);

    row++;

    // Add the "teleport_to_target" button
    QPointer<QPushButton> teleport_target_button = new QPushButton("Teleport To Targeted Spot");
    teleport_target_button->setToolTip("Teleports the player to a specified spot on the dungeon level.");
    connect(teleport_target_button, SIGNAL(clicked()), this, SLOT(wiz_teleport_to_target()));
    wizard_layout->addWidget(teleport_target_button, row, 0);

    // Add the "phase door" button
    QPointer<QPushButton> phase_door = new QPushButton("Phase Door");
    phase_door->setToolTip("Teleports the player to a random spot up to 10 squares away.");
    connect(phase_door, SIGNAL(clicked()), this, SLOT(wiz_phase_door()));
    wizard_layout->addWidget(phase_door, row, 1);

    // Add the "teleport" button
    QPointer<QPushButton> teleport = new QPushButton("Teleport");
    teleport->setToolTip("Teleports the player to a random spot up to 100 squares away.");
    connect(teleport, SIGNAL(clicked()), this, SLOT(wiz_teleport()));
    wizard_layout->addWidget(teleport, row, 2);

    row++;

    // Add the "edit character" button
    QPointer<QPushButton> edit_character = new QPushButton("Edit Character");
    edit_character->setToolTip("Edit character statistics, experience, gold, and fame.");
    connect(edit_character, SIGNAL(clicked()), this, SLOT(wiz_edit_character()));
    wizard_layout->addWidget(edit_character, row, 0);

    // Add the "know all" button
    QPointer<QPushButton> spoil_button = new QPushButton("Print Spoilers");
    spoil_button->setToolTip("Print out Spoilers for all Monsters, objects, artifacts, and terrain.");
    connect(spoil_button, SIGNAL(clicked()), this, SLOT(wiz_print_spoilers()));
    wizard_layout->addWidget(spoil_button, row, 1);

    row++;

    // Add the dungeon commands
    dungeon_section = new QLabel("<b>Dungeon commands</b>");
    dungeon_section->setAlignment(Qt::AlignCenter);
    wizard_layout->addWidget(dungeon_section, row, 1);

    row++;

    // Add the "summon" button
    QPointer<QPushButton> summon_button = new QPushButton("Summon Monster");
    summon_button->setToolTip("Summon one random monster.");
    connect(summon_button, SIGNAL(clicked()), this, SLOT(wiz_summon()));
    wizard_layout->addWidget(summon_button, row, 0);

    // Add the "banish" button
    QPointer<QPushButton> banish_button = new QPushButton("Banish Monsters");
    banish_button->setToolTip("Erase all monsters within 30 squares of player, except for uniques and quest monsters.");
    connect(banish_button, SIGNAL(clicked()), this, SLOT(wiz_banish()));
    wizard_layout->addWidget(banish_button, row, 1);

    // Add the "detect all monsters" button
    QPointer<QPushButton> display_mon_button = new QPushButton("Detect All Monsters");
    display_mon_button->setToolTip("Detect all monsters on the level.");
    connect(display_mon_button, SIGNAL(clicked()), this, SLOT(wiz_detect_all_monsters()));
    wizard_layout->addWidget(display_mon_button, row, 2);

    row++;

    // Add the "detection" button
    QPointer<QPushButton> detection = new QPushButton("Detection");
    detection->setToolTip("Cast the 'Detection' spell");
    connect(detection, SIGNAL(clicked()), this, SLOT(wiz_detection()));
    wizard_layout->addWidget(detection, row, 0);

    // Add the "magic mapping" button
    QPointer<QPushButton> magic_mapping = new QPushButton("Magic Mapping");
    magic_mapping->setToolTip("Cast the 'Magic Mapping' spell.");
    connect(magic_mapping, SIGNAL(clicked()), this, SLOT(wiz_magic_mapping()));
    wizard_layout->addWidget(magic_mapping, row, 1);

    // Add the "light dungeon" button
    QPointer<QPushButton> dungeon_light = new QPushButton("Light Dungeon");
    dungeon_light->setToolTip("Illuminate the entire dungeon level.");
    connect(dungeon_light, SIGNAL(clicked()), this, SLOT(wiz_level_light()));
    wizard_layout->addWidget(dungeon_light, row, 2);

    row++;

    // Add the "redraw dungeon" button
    QPointer<QPushButton> redraw_dungeon = new QPushButton("Redraw Dungeon");
    redraw_dungeon->setToolTip("Redraw a new dungeon level at the current depth.");
    connect(redraw_dungeon, SIGNAL(clicked()), this, SLOT(wiz_redraw_dungeon()));
    wizard_layout->addWidget(redraw_dungeon, row, 0);

    // Add the "make monster" button
    QPointer<QPushButton> make_monster = new QPushButton("Make Monster");
    make_monster->setToolTip("Attempt to make a monster of a specified monster race.");
    connect(make_monster, SIGNAL(clicked()), this, SLOT(wiz_create_monster()));
    wizard_layout->addWidget(make_monster, row, 1);

    // Add the "make feature" button
    QPointer<QPushButton> make_feature = new QPushButton("Make Feature");
    make_feature->setToolTip("Attempt to make a specified feature type.");
    connect(make_feature, SIGNAL(clicked()), this, SLOT(wiz_create_feature()));
    wizard_layout->addWidget(make_feature, row, 2);

    row++;

    // Add the object commands
    object_section = new QLabel("<b>Object commands</b>");
    object_section->setAlignment(Qt::AlignCenter);
    wizard_layout->addWidget(object_section, row, 1);

    row++;

    // Add the "mass create items" button
    QPointer<QPushButton> mass_create_items_button = new QPushButton("Create 25 Random Items");
    mass_create_items_button->setToolTip("Drop 25 randomly generated objects around the player.");
    connect(mass_create_items_button , SIGNAL(clicked()), this, SLOT(wiz_mass_create_items()));
    wizard_layout->addWidget(mass_create_items_button, row, 0);

    // Add the "create 1 random good item" button
    QPointer<QPushButton> create_good_item = new QPushButton("Create 1 Random Good Item");
    create_good_item->setToolTip("Drop one randomly created guaranteed good item by the player.");
    connect(create_good_item , SIGNAL(clicked()), this, SLOT(wiz_create_good_item()));
    wizard_layout->addWidget(create_good_item, row, 1);

    // Add the "create 1 random great item" button
    QPointer<QPushButton> create_great_item = new QPushButton("Create 1 Random Great Item");
    create_great_item->setToolTip("Drop one randomly created guaranteed great item by the player.");
    connect(create_great_item , SIGNAL(clicked()), this, SLOT(wiz_create_great_item()));
    wizard_layout->addWidget(create_great_item, row, 2);

    row++;

    // Add the "mass identify" button
    QPointer<QPushButton> mass_identify = new QPushButton("Mass Identify");
    mass_identify->setToolTip("Identify all objects the player has, as well as all objects within 5 squares.");
    connect(mass_identify, SIGNAL(clicked()), this, SLOT(wiz_mass_identify_items()));
    wizard_layout->addWidget(mass_identify, row, 0);

    // Add the "winner's kit" button
    QPointer<QPushButton> winners_kit = new QPushButton("Winner's kit");
    winners_kit->setToolTip("Create a set of artifacts suitable for winning the game.");
    connect(winners_kit, SIGNAL(clicked()), this, SLOT(wiz_winners_kit()));
    wizard_layout->addWidget(winners_kit, row, 1);

    // Add the "edit object" button
    QPointer<QPushButton> edit_object = new QPushButton("Edit Object");
    edit_object->setToolTip("Edit a non-artifact object.");
    connect(edit_object, SIGNAL(clicked()), this, SLOT(wiz_edit_object()));
    wizard_layout->addWidget(edit_object, row, 2);

    row++;

    // Add the "make artifact" button
    QPointer<QPushButton> create_artifact = new QPushButton("Create artifact");
    create_artifact->setToolTip("Create an artifact.");
    connect(create_artifact, SIGNAL(clicked()), this, SLOT(wiz_create_artifact()));
    wizard_layout->addWidget(create_artifact, row, 0);

    // Add the "make objecct" button
    QPointer<QPushButton> create_object = new QPushButton("Create object");
    create_object->setToolTip("Create a normal object.");
    connect(create_object, SIGNAL(clicked()), this, SLOT(wiz_create_object()));
    wizard_layout->addWidget(create_object, row, 1);

    vlay->addLayout(wizard_layout);

    buttons = new QDialogButtonBox(QDialogButtonBox::Cancel);
    connect(buttons, SIGNAL(rejected()), this, SLOT(close()));
    vlay->addStretch();
    vlay->addWidget(buttons);

    setLayout(vlay);
    setWindowTitle(tr("Wizard Mode Menu"));

    this->exec();
}