示例#1
0
bool initTemplates()
{
	WzConfig ini("templates.ini");
	if (ini.status() != QSettings::NoError)
	{
		debug(LOG_FATAL, "Could not open templates.ini");
		return false;
	}
	QStringList list = ini.childGroups();
	for (int i = 0; i < list.size(); ++i)
	{
		ini.beginGroup(list[i]);
		DROID_TEMPLATE design;
		design.pName = NULL;
		design.droidType = (DROID_TYPE)ini.value("droidType").toInt();
		design.multiPlayerID = generateNewObjectId();
		design.asParts[COMP_BODY] = getCompFromName(COMP_BODY, ini.value("body", QString("ZNULLBODY")).toString().toUtf8().constData());
		design.asParts[COMP_BRAIN] = getCompFromName(COMP_BRAIN, ini.value("brain", QString("ZNULLBRAIN")).toString().toUtf8().constData());
		design.asParts[COMP_PROPULSION] = getCompFromName(COMP_PROPULSION, ini.value("propulsion", QString("ZNULLPROP")).toString().toUtf8().constData());
		design.asParts[COMP_REPAIRUNIT] = getCompFromName(COMP_REPAIRUNIT, ini.value("repair", QString("ZNULLREPAIR")).toString().toUtf8().constData());
		design.asParts[COMP_ECM] = getCompFromName(COMP_ECM, ini.value("ecm", QString("ZNULLECM")).toString().toUtf8().constData());
		design.asParts[COMP_SENSOR] = getCompFromName(COMP_SENSOR, ini.value("sensor", QString("ZNULLSENSOR")).toString().toUtf8().constData());
		design.asParts[COMP_CONSTRUCT] = getCompFromName(COMP_CONSTRUCT, ini.value("construct", QString("ZNULLCONSTRUCT")).toString().toUtf8().constData());
		design.asWeaps[0] = getCompFromName(COMP_WEAPON, ini.value("weapon/1", QString("ZNULLWEAPON")).toString().toUtf8().constData());
		design.asWeaps[1] = getCompFromName(COMP_WEAPON, ini.value("weapon/2", QString("ZNULLWEAPON")).toString().toUtf8().constData());
		design.asWeaps[2] = getCompFromName(COMP_WEAPON, ini.value("weapon/3", QString("ZNULLWEAPON")).toString().toUtf8().constData());
		design.numWeaps = ini.value("weapons").toInt();
		design.prefab = false;		// not AI template
		design.stored = true;
		bool valid = intValidTemplate(&design, ini.value("name").toString().toUtf8().constData());
		if (!valid)
		{
			debug(LOG_ERROR, "Invalid template %d / %s from stored templates", i, list[i].toUtf8().constData());
			continue;
		}
		addTemplateToList(&design, &apsDroidTemplates[selectedPlayer]);
		localTemplates.push_back(design);
		ini.endGroup();
	}
	return true;
}
示例#2
0
bool initTemplates()
{
	WzConfig ini("userdata/" + QString(rulesettag) + "/templates.ini");
	if (ini.status() != QSettings::NoError)
	{
		debug(LOG_FATAL, "Could not open templates.ini");
		return false;
	}
	QStringList list = ini.childGroups();
	for (int i = 0; i < list.size(); ++i)
	{
		ini.beginGroup(list[i]);
		DROID_TEMPLATE design;
		design.droidType = (DROID_TYPE)ini.value("droidType").toInt();
		design.multiPlayerID = generateNewObjectId();
		design.asParts[COMP_BODY] = getCompFromName(COMP_BODY, ini.value("body", QString("ZNULLBODY")).toString());
		design.asParts[COMP_BRAIN] = getCompFromName(COMP_BRAIN, ini.value("brain", QString("ZNULLBRAIN")).toString());
		design.asParts[COMP_PROPULSION] = getCompFromName(COMP_PROPULSION, ini.value("propulsion", QString("ZNULLPROP")).toString());
		design.asParts[COMP_REPAIRUNIT] = getCompFromName(COMP_REPAIRUNIT, ini.value("repair", QString("ZNULLREPAIR")).toString());
		design.asParts[COMP_ECM] = getCompFromName(COMP_ECM, ini.value("ecm", QString("ZNULLECM")).toString());
		design.asParts[COMP_SENSOR] = getCompFromName(COMP_SENSOR, ini.value("sensor", QString("ZNULLSENSOR")).toString());
		design.asParts[COMP_CONSTRUCT] = getCompFromName(COMP_CONSTRUCT, ini.value("construct", QString("ZNULLCONSTRUCT")).toString());
		design.asWeaps[0] = getCompFromName(COMP_WEAPON, ini.value("weapon/1", QString("ZNULLWEAPON")).toString());
		design.asWeaps[1] = getCompFromName(COMP_WEAPON, ini.value("weapon/2", QString("ZNULLWEAPON")).toString());
		design.asWeaps[2] = getCompFromName(COMP_WEAPON, ini.value("weapon/3", QString("ZNULLWEAPON")).toString());
		design.numWeaps = ini.value("weapons").toInt();
		design.prefab = false;		// not AI template
		design.stored = true;
		if (!(asBodyStats + design.asParts[COMP_BODY])->designable
		    || !(asPropulsionStats + design.asParts[COMP_PROPULSION])->designable
		    || (design.asParts[COMP_BRAIN] > 0 && !(asBrainStats + design.asParts[COMP_BRAIN])->designable)
		    || (design.asParts[COMP_REPAIRUNIT] > 0 && !(asRepairStats + design.asParts[COMP_REPAIRUNIT])->designable)
		    || (design.asParts[COMP_ECM] > 0 && !(asECMStats + design.asParts[COMP_ECM])->designable)
		    || (design.asParts[COMP_SENSOR] > 0 && !(asSensorStats + design.asParts[COMP_SENSOR])->designable)
		    || (design.asParts[COMP_CONSTRUCT] > 0 && !(asConstructStats + design.asParts[COMP_CONSTRUCT])->designable)
		    || (design.numWeaps > 0 && !(asWeaponStats + design.asWeaps[0])->designable)
		    || (design.numWeaps > 1 && !(asWeaponStats + design.asWeaps[1])->designable)
		    || (design.numWeaps > 2 && !(asWeaponStats + design.asWeaps[2])->designable))
		{
			debug(LOG_ERROR, "Template %d / %s from stored templates cannot be designed", i, list[i].toUtf8().constData());
			continue;
		}
		bool valid = intValidTemplate(&design, ini.value("name").toString().toUtf8().constData(), false, selectedPlayer);
		if (!valid)
		{
			debug(LOG_ERROR, "Invalid template %d / %s from stored templates", i, list[i].toUtf8().constData());
			continue;
		}
		DROID_TEMPLATE *psDestTemplate = apsDroidTemplates[selectedPlayer];
		while (psDestTemplate != NULL)
		{
			// Check if template is identical to a loaded template
			if (psDestTemplate->droidType == design.droidType
			    && psDestTemplate->name.compare(design.name) == 0
			    && psDestTemplate->numWeaps == design.numWeaps
			    && psDestTemplate->asWeaps[0] == design.asWeaps[0]
			    && psDestTemplate->asWeaps[1] == design.asWeaps[1]
			    && psDestTemplate->asWeaps[2] == design.asWeaps[2]
			    && psDestTemplate->asParts[COMP_BODY] == design.asParts[COMP_BODY]
			    && psDestTemplate->asParts[COMP_PROPULSION] == design.asParts[COMP_PROPULSION]
			    && psDestTemplate->asParts[COMP_REPAIRUNIT] == design.asParts[COMP_REPAIRUNIT]
			    && psDestTemplate->asParts[COMP_ECM] == design.asParts[COMP_ECM]
			    && psDestTemplate->asParts[COMP_SENSOR] == design.asParts[COMP_SENSOR]
			    && psDestTemplate->asParts[COMP_CONSTRUCT] == design.asParts[COMP_CONSTRUCT]
			    && psDestTemplate->asParts[COMP_BRAIN] == design.asParts[COMP_BRAIN])
			{
				break;
			}
			psDestTemplate = psDestTemplate->psNext;
		}
		if (psDestTemplate)
		{
			psDestTemplate->stored = true; // assimilate it
			ini.endGroup();
			continue; // next!
		}
		design.enabled = allowDesign;
		addTemplateToList(&design, &apsDroidTemplates[selectedPlayer]);
		sendTemplate(selectedPlayer, &design);
		localTemplates.push_back(design);
		ini.endGroup();
	}
	return true;
}
示例#3
0
bool initTemplates()
{
	WzConfig ini("userdata/" + QString(rulesettag) + "/templates.json", WzConfig::ReadOnly);
	if (!ini.status())
	{
		debug(LOG_WZ, "Could not open %s", ini.fileName().toUtf8().constData());
		return false;
	}
	int version = ini.value("version", 0).toInt();
	if (version == 0)
	{
		return true; // too old version
	}
	ini.beginArray("templates");
	while (ini.remainingArrayItems())
	{
		DROID_TEMPLATE design = loadTemplateCommon(ini);
		design.multiPlayerID = generateNewObjectId();
		design.prefab = false;		// not AI template
		design.stored = true;
		if (!(asBodyStats + design.asParts[COMP_BODY])->designable
		    || !(asPropulsionStats + design.asParts[COMP_PROPULSION])->designable
		    || (design.asParts[COMP_BRAIN] > 0 && !(asBrainStats + design.asParts[COMP_BRAIN])->designable)
		    || (design.asParts[COMP_REPAIRUNIT] > 0 && !(asRepairStats + design.asParts[COMP_REPAIRUNIT])->designable)
		    || (design.asParts[COMP_ECM] > 0 && !(asECMStats + design.asParts[COMP_ECM])->designable)
		    || (design.asParts[COMP_SENSOR] > 0 && !(asSensorStats + design.asParts[COMP_SENSOR])->designable)
		    || (design.asParts[COMP_CONSTRUCT] > 0 && !(asConstructStats + design.asParts[COMP_CONSTRUCT])->designable)
		    || (design.numWeaps > 0 && !(asWeaponStats + design.asWeaps[0])->designable)
		    || (design.numWeaps > 1 && !(asWeaponStats + design.asWeaps[1])->designable)
		    || (design.numWeaps > 2 && !(asWeaponStats + design.asWeaps[2])->designable))
		{
			debug(LOG_ERROR, "Template %s from stored templates cannot be designed", design.name.toUtf8().constData());
			ini.nextArrayItem();
			continue;
		}
		bool valid = intValidTemplate(&design, ini.value("name").toString().toUtf8().constData(), false, selectedPlayer);
		if (!valid)
		{
			debug(LOG_ERROR, "Invalid template %s from stored templates", design.name.toUtf8().constData());
			ini.nextArrayItem();
			continue;
		}
		DROID_TEMPLATE *psDestTemplate = NULL;
		for (auto &keyvaluepair : droidTemplates[selectedPlayer])
		{
			psDestTemplate = keyvaluepair.second;
			// Check if template is identical to a loaded template
			if (psDestTemplate->droidType == design.droidType
			    && psDestTemplate->name.compare(design.name) == 0
			    && psDestTemplate->numWeaps == design.numWeaps
			    && psDestTemplate->asWeaps[0] == design.asWeaps[0]
			    && psDestTemplate->asWeaps[1] == design.asWeaps[1]
			    && psDestTemplate->asWeaps[2] == design.asWeaps[2]
			    && psDestTemplate->asParts[COMP_BODY] == design.asParts[COMP_BODY]
			    && psDestTemplate->asParts[COMP_PROPULSION] == design.asParts[COMP_PROPULSION]
			    && psDestTemplate->asParts[COMP_REPAIRUNIT] == design.asParts[COMP_REPAIRUNIT]
			    && psDestTemplate->asParts[COMP_ECM] == design.asParts[COMP_ECM]
			    && psDestTemplate->asParts[COMP_SENSOR] == design.asParts[COMP_SENSOR]
			    && psDestTemplate->asParts[COMP_CONSTRUCT] == design.asParts[COMP_CONSTRUCT]
			    && psDestTemplate->asParts[COMP_BRAIN] == design.asParts[COMP_BRAIN])
			{
				break;
			}
			psDestTemplate = NULL;
		}
		if (psDestTemplate)
		{
			psDestTemplate->stored = true; // assimilate it
			ini.nextArrayItem();
			continue; // next!
		}
		design.enabled = allowDesign;
		copyTemplate(selectedPlayer, &design);
		localTemplates.push_back(design);
		ini.nextArrayItem();
	}
	ini.endArray();
	return true;
}