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FlagsWindow.cpp
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313 lines (260 loc) · 13.6 KB
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#include "FlagsWindow.h"
#include "ui_FlagsWindow.h"
#include <QDebug>
FlagsWindow::FlagsWindow(int playerToUse, QWidget *parent) :
QDialog(parent),
ui(new Ui::FlagsWindow)
{
ui->setupUi(this);
qDebug() << "\nFlagsWindow::FlagsWindow - Using PLAYER #" << playerToUse;
currentPlayer = playerToUse;
setButtonStates(currentPlayer);
if(currentPlayer != 0)
{
firstPlayer = currentPlayer;
lastPlayer = currentPlayer;
}
else
{
firstPlayer = 0;
lastPlayer = 24;
}
}
FlagsWindow::~FlagsWindow()
{
delete ui;
}
////////////////////////////////////////////////////////////////////
void FlagsWindow::setButtonStates(int playerNumber)
{
qDebug() << "FlagsWindow::setButtonStates = Player " << playerNumber;
if(gameInfo.getIsLTARGame()) setLtarControls(true);
else setLtarControls(false);
if(playerInfo[playerNumber].getBitFlags1(NEUTRALISE_10_FLAG)) ui->btn_Neutralise->setChecked(true);
else ui->btn_Neutralise->setChecked(false);
if(playerInfo[playerNumber].getBitFlags1(HUNT_THE_PREY_FLAG)) ui->btn_HuntThePrey->setChecked(true);
else ui->btn_HuntThePrey->setChecked(false);
if(playerInfo[playerNumber].getBitFlags1(REVERSE_HUNT_DIR_FLAG)) ui->btn_ReverseHuntDirection->setChecked(true);
else ui->btn_ReverseHuntDirection->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(NEUTRALISE_15s_TAGGED_FLAG)) ui->btn_NeutraliseWhenTagged->setChecked(true);
else ui->btn_NeutraliseWhenTagged->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(CONTESTED_ZONES_FLAG)) ui->btn_ContestedZones->setChecked(true);
else ui->btn_ContestedZones->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(ZONES_TO_TEAMS_FLAG)) ui->btn_ZonesWithTeams->setChecked(true);
else ui->btn_ZonesWithTeams->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(SUPPLY_ZONES_REFILL_TAGS_FLAG)) ui->btn_SupplyZonesRefillTags->setChecked(true);
else ui->btn_SupplyZonesRefillTags->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(SUPPLY_ZONES_REVIVE_FLAG)) ui->btn_SupplyZonesReSpawn->setChecked(true);
else ui->btn_SupplyZonesReSpawn->setChecked(false);
if(playerInfo[playerNumber].getBitFlags2(HOSTILE_ZONES_FLAG)) ui->btn_HostileZones->setChecked(true);
else ui->btn_HostileZones->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(DISABLE_LTAR_ENHANCED_BEACONS)) ui->btn_LtarEnhancedBeacons->setChecked(true);
else ui->btn_LtarEnhancedBeacons->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(DISABLE_IFF_BEACONS)) ui->btn_LtarIFFbeacon->setChecked(true);
else ui->btn_LtarIFFbeacon->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(DISABLE_TAG_RECVD_BEACON)) ui->btn_LtarReceivedBeacons->setChecked(true);
else ui->btn_LtarReceivedBeacons->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(SHIELD_BUTTON_HOLD_MODE)) ui->btn_LtarShieldButtonMode->setChecked(true);
else ui->btn_LtarShieldButtonMode->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(SUPPLY_ZONES_REFILL_AMMO)) ui->btn_LtarSupplyZonesRefillAmmo->setChecked(true);
else ui->btn_LtarSupplyZonesRefillAmmo->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(SUPPLY_ZONES_REFILL_SHIELDS)) ui->btn_LtarSupplyZonesRefillShields->setChecked(true);
else ui->btn_LtarSupplyZonesRefillShields->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(AUTO_RELOAD)) ui->btn_LtarAutoReload->setChecked(true);
else ui->btn_LtarAutoReload->setChecked(false);
if(playerInfo[playerNumber].getBitFlags3(ALLOW_FULL_AUTO_FIRE)) ui->btn_LtarFullAutoMode->setChecked(true);
else ui->btn_LtarFullAutoMode->setChecked(false);
if(gameInfo.getIsSuperSimpleMode()) setSuperSimpleMode();
}
void FlagsWindow::updatePlayerFlags1(int bit, bool state)
{
qDebug() << "FlagsWindow::updatePlayerFlags1 - Bit:" << bit << "Bool:" << state;
for(int index = firstPlayer; index <= lastPlayer; index++)
{
playerInfo[index].setBitFlags1(bit, state);
}
}
void FlagsWindow::updatePlayerFlags2(int bit, bool state)
{
qDebug() << "FlagsWindow::updatePlayerFlags2 - Bit:" << bit << "Bool:" << state;
for(int index = firstPlayer; index <= lastPlayer; index++)
{
playerInfo[index].setBitFlags2(bit, state);
}
}
void FlagsWindow::updatePlayerFlags3(int bit, bool state)
{
qDebug() << "FlagsWindow::updatePlayerFlags1 - Bit:" << bit << "Bool:" << state;
for(int index = firstPlayer; index <= lastPlayer; index++)
{
playerInfo[index].setBitFlags3(bit, state);
}
}
void FlagsWindow::setSuperSimpleMode()
{
qDebug() << "Flags - Super Simple Mode active";
ui->btn_ContestedZones->hide();
ui->btn_ZonesWithTeams->hide();
ui->btn_HuntThePrey->hide();
ui->btn_ContestedZones->hide();
ui->btn_LtarSupplyZonesRefillAmmo->hide();
ui->btn_LtarSupplyZonesRefillShields->hide();
ui->btn_LtarAutoReload->hide();
ui->btn_LtarShieldButtonMode->hide();
ui->btn_LtarFullAutoMode->hide();
ui->btn_SupplyZonesRefillTags->hide();
ui->btn_SupplyZonesReSpawn->hide();
ui->btn_ContestedZones->hide();
ui->btn_HostileZones->hide();
ui->btn_Neutralise->hide();
ui->btn_ReverseHuntDirection->hide();
ui->btn_NeutraliseWhenTagged->hide();
ui->label->hide();
}
void FlagsWindow::setLtarControls(bool state)
{
ui->btn_LtarAutoReload->setVisible(state);
ui->btn_LtarEnhancedBeacons->setVisible(state);
ui->btn_LtarFullAutoMode->setVisible(state);
ui->btn_LtarIFFbeacon->setVisible(state);
ui->btn_LtarReceivedBeacons->setVisible(state);
ui->btn_LtarShieldButtonMode->setVisible(state);
ui->btn_LtarSupplyZonesRefillAmmo->setVisible(state);
ui->btn_LtarSupplyZonesRefillShields->setVisible(state);
}
void FlagsWindow::on_btn_Neutralise_clicked()
{
if(ui->btn_Neutralise->isChecked())
{
updatePlayerFlags1(NEUTRALISE_10_FLAG, true);
ui->btn_NeutraliseWhenTagged->setChecked(true);
updatePlayerFlags2(NEUTRALISE_15s_TAGGED_FLAG, true);
}
else
{
updatePlayerFlags1(NEUTRALISE_10_FLAG, false);
ui->btn_NeutraliseWhenTagged->setChecked(false);
updatePlayerFlags2(NEUTRALISE_15s_TAGGED_FLAG, false);
}
}
void FlagsWindow::on_btn_ContestedZones_clicked()
{
if(ui->btn_ContestedZones->isChecked()) updatePlayerFlags2(CONTESTED_ZONES_FLAG, true);
else updatePlayerFlags2(CONTESTED_ZONES_FLAG, false);
}
void FlagsWindow::on_btn_ZonesWithTeams_clicked()
{
if(ui->btn_ZonesWithTeams->isChecked()) updatePlayerFlags2(ZONES_TO_TEAMS_FLAG, true);
else updatePlayerFlags2(ZONES_TO_TEAMS_FLAG, false);
}
void FlagsWindow::on_btn_NeutraliseWhenTagged_clicked()
{
if(ui->btn_NeutraliseWhenTagged->isChecked()) updatePlayerFlags2(NEUTRALISE_15s_TAGGED_FLAG, true);
else updatePlayerFlags2(NEUTRALISE_15s_TAGGED_FLAG, false);
}
void FlagsWindow::on_btn_SupplyZonesRefillTags_clicked()
{
if(ui->btn_SupplyZonesRefillTags->isChecked()) updatePlayerFlags2(SUPPLY_ZONES_REFILL_TAGS_FLAG, true);
else updatePlayerFlags2(SUPPLY_ZONES_REFILL_TAGS_FLAG, false);
}
void FlagsWindow::on_btn_HostileZones_clicked()
{
if(ui->btn_HostileZones->isChecked()) updatePlayerFlags2(HOSTILE_ZONES_FLAG, true);
else updatePlayerFlags2(HOSTILE_ZONES_FLAG, false);
}
void FlagsWindow::on_btn_ReverseHuntDirection_clicked()
{
if(ui->btn_ReverseHuntDirection->isChecked()) updatePlayerFlags1(REVERSE_HUNT_DIR_FLAG, true);
else updatePlayerFlags1(REVERSE_HUNT_DIR_FLAG, false);
}
void FlagsWindow::on_btn_HuntThePrey_clicked()
{
if(ui->btn_HuntThePrey->isChecked()) updatePlayerFlags1(HUNT_THE_PREY_FLAG, true);
else updatePlayerFlags1(HUNT_THE_PREY_FLAG, false);
}
void FlagsWindow::on_btn_SupplyZonesReSpawn_clicked()
{
if(ui->btn_SupplyZonesReSpawn->isChecked()) updatePlayerFlags2(SUPPLY_ZONES_REVIVE_FLAG, true);
else updatePlayerFlags2(SUPPLY_ZONES_REVIVE_FLAG, false);
}
void FlagsWindow::on_btn_LtarEnhancedBeacons_clicked()
{
if(ui->btn_LtarEnhancedBeacons->isChecked()) updatePlayerFlags3(DISABLE_LTAR_ENHANCED_BEACONS, true);
else updatePlayerFlags3(DISABLE_LTAR_ENHANCED_BEACONS, false);
}
void FlagsWindow::on_btn_LtarReceivedBeacons_clicked()
{
if(ui->btn_LtarReceivedBeacons->isChecked()) updatePlayerFlags3(DISABLE_TAG_RECVD_BEACON, true);
else updatePlayerFlags3(DISABLE_TAG_RECVD_BEACON, false);
}
void FlagsWindow::on_btn_LtarIFFbeacon_clicked()
{
if(ui->btn_LtarIFFbeacon->isChecked()) updatePlayerFlags3(DISABLE_IFF_BEACONS, true);
else updatePlayerFlags3(DISABLE_IFF_BEACONS, false);
}
void FlagsWindow::on_btn_LtarSupplyZonesRefillAmmo_clicked()
{
if(ui->btn_LtarSupplyZonesRefillAmmo->isChecked()) updatePlayerFlags3(SUPPLY_ZONES_REFILL_AMMO, true);
else updatePlayerFlags3(SUPPLY_ZONES_REFILL_AMMO, false);
}
void FlagsWindow::on_btn_LtarSupplyZonesRefillShields_clicked()
{
if(ui->btn_LtarSupplyZonesRefillShields->isChecked()) updatePlayerFlags3(SUPPLY_ZONES_REFILL_SHIELDS, true);
else updatePlayerFlags3(SUPPLY_ZONES_REFILL_SHIELDS, false);
}
void FlagsWindow::on_btn_LtarShieldButtonMode_clicked()
{
if(ui->btn_LtarShieldButtonMode->isChecked()) updatePlayerFlags3(SHIELD_BUTTON_HOLD_MODE, true);
else updatePlayerFlags3(SHIELD_BUTTON_HOLD_MODE, false);
}
void FlagsWindow::on_btn_LtarFullAutoMode_clicked()
{
if(ui->btn_LtarFullAutoMode->isChecked()) updatePlayerFlags3(ALLOW_FULL_AUTO_FIRE, true);
else updatePlayerFlags3(ALLOW_FULL_AUTO_FIRE, false);
}
void FlagsWindow::on_btn_LtarAutoReload_clicked()
{
if(ui->btn_LtarAutoReload->isChecked()) updatePlayerFlags3(AUTO_RELOAD, true);
else updatePlayerFlags3(AUTO_RELOAD, false);
}
void FlagsWindow::on_btn_Close_clicked()
{
qDebug() << "FlagsWindow::Closing - Flags states";
qDebug() << "Flags1:" << Qt::bin << playerInfo[0].getPackedFlags1();
qDebug() << "Flags2:" << Qt::bin << playerInfo[0].getPackedFlags2();
qDebug() << "Flags3:" << Qt::bin << playerInfo[0].getPackedFlags3();
qDebug() << "\n\t-----------------------------------";
qDebug() << "Flags 1, Bit 7 — Neutralize mode" << playerInfo[0].getBitFlags1(7);
qDebug() << "Flags 2, Bit 5 — Neutralize players for 15 seconds when tagged" << playerInfo[0].getBitFlags2(5);
qDebug() << "Flags 2, Bit 4 — Supply zones unneutralize players" << playerInfo[0].getBitFlags2(4);
qDebug() << "-----------------------------------";
// for (int i = 0; i < 8; i++)
// {
// qDebug() << "Flags1 - Bit:" << i << "Bool:" << playerInfo[i].getBitFlags1(i);
// }
// for (int i = 0; i < 8; i++)
// {
// qDebug() << "Flags2 - Bit:" << i << "Bool:" << playerInfo[i].getBitFlags2(i);
// }
// for (int i = 0; i < 8; i++)
// {
// qDebug() << "Flags3 - Bit:" << i << "Bool:" << playerInfo[i].getBitFlags3(i);
// }
deleteLater();
}
/*
* Single shot Respawn.
* Flag1 Bit7 false
* Flag2 Bit5 false or true
* Flag2 Bit4 true
*
PData6—Flags 1
Bit 7—Neutralize mode
0—Neutralize players when tagged once
1—Neutralize players when tagged 10 times
Bit 5 of Flags 2 must be set.
PData7—Flags 2
Bit 5—Neutralize players for 15 seconds when tagged
Bit 4—Supply zones unneutralize players
If this is set, players will not be unneutralized automatically after 15 seconds, only by being in a zone.
*/