Files
nethack/win/Qt/qt_plsel.cpp
nhmall 6c0ae092c6 distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.

For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.

This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.

Details:

    gb.bases            -> svb.bases
    gb.bbubbles         -> svb.bbubbles
    gb.branches         -> svb.branches
    gc.context          -> svc.context
    gd.disco            -> svd.disco
    gd.dndest           -> svd.dndest
    gd.doors            -> svd.doors
    gd.doors_alloc      -> svd.doors_alloc
    gd.dungeon_topology -> svd.dungeon_topology
    gd.dungeons         -> svd.dungeons
    ge.exclusion_zones  -> sve.exclusion_zones
    gh.hackpid          -> svh.hackpid
    gi.inv_pos          -> svi.inv_pos
    gk.killer           -> svk.killer
    gl.lastseentyp      -> svl.lastseentyp
    gl.level            -> svl.level
    gl.level_info       -> svl.level_info
    gm.mapseenchn       -> svm.mapseenchn
    gm.moves            -> svm.moves
    gm.mvitals          -> svm.mvitals
    gn.n_dgns           -> svn.n_dgns
    gn.n_regions        -> svn.n_regions
    gn.nroom            -> svn.nroom
    go.oracle_cnt       -> svo.oracle_cnt
    gp.pl_character     -> svp.pl_character
    gp.pl_fruit         -> svp.pl_fruit
    gp.plname           -> svp.plname
    gp.program_state    -> svp.program_state
    gq.quest_status     -> svq.quest_status
    gr.rooms            -> svr.rooms
    gs.sp_levchn        -> svs.sp_levchn
    gs.spl_book         -> svs.spl_book
    gt.timer_id         -> svt.timer_id
    gt.tune             -> svt.tune
    gu.updest           -> svu.updest
    gx.xmax             -> svx.xmax
    gx.xmin             -> svx.xmin
    gy.ymax             -> svy.ymax
    gy.ymin             -> svy.ymin

Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
          gf.ftrap, gl.light_base, gt.timer_base
2024-07-13 14:57:50 -04:00

743 lines
22 KiB
C++

// Copyright (c) Warwick Allison, 1999.
// Qt4 conversion copyright (c) Ray Chason, 2012-2014.
// NetHack may be freely redistributed. See license for details.
// qt_plsel.cpp -- player selector dialog
//
// TODO:
// increase height so that no scrolling is needed for role list [needs
// to be done properly instead of forcing logo string to be taller]
// make race first vs role first dynamically selectable (tty allows
// gender first and alignment first too);
// maybe add a set of radio buttons for normal mode vs explore mode
// [vs wizard mode if eligible]
// gray out character name / disable name specification box if player
// shouldn't be allowed to change it ("wizard" for debug mode, use
// of some forced value for multi-user system).
//
extern "C" {
#include "hack.h"
}
#include "qt_pre.h"
#include <QtGui/QtGui>
#if QT_VERSION >= 0x050000
#include <QtWidgets/QtWidgets>
#endif
#include "qt_post.h"
#include "qt_plsel.h"
#include "qt_plsel.moc"
#include "qt_bind.h"
#include "qt_glyph.h"
#include "qt_set.h"
#include "qt_str.h"
// Warwick prefers it this way...
#define QT_CHOOSE_RACE_FIRST
/* check whether plname[] is among the list of generic user names */
static bool generic_plname()
{
if (*svp.plname) {
const char *sptr, *p;
const char *genericusers = sysopt.genericusers;
int ln = (int) strlen(svp.plname);
if (!genericusers || !*genericusers)
genericusers = "player games";
else if (!strcmp(genericusers, "*")) /* "*" => always ask for name */
return true;
while ((sptr = strstri(genericusers, svp.plname)) != NULL) {
/* check for full word: start of list or following a space */
if ((sptr == genericusers || sptr[-1] == ' ')
/* and also preceding a space or at end of list */
&& (sptr[ln] == ' ' || sptr[ln] == '\0'))
return true;
/* doesn't match full word, but maybe we got a false hit when
looking for "play" in list "player play" so keep going */
if ((p = strchr(sptr + 1, ' ')) == NULL)
break;
genericusers = p + 1;
}
}
return false;
}
namespace nethack_qt_ {
// temporary
void centerOnMain( QWidget* w );
// end temporary
// hack: padded with blank lines by inserting breaks above and below in
// order to force window to be tall enough to show all the roles at once
static const char nh_attribution[] = "<br><center><big>NetHack %1</big>"
"<br><small>by the NetHack DevTeam</small></center><br>";
//
// None of these extra classes seem to be used except for NhPSListView. [pr]
// If NhPSListViewRole and NhPSListViewRace ever start being used,
// they'll need access to NetHackQtPlayerSelector::chosen_gend to use
// the correct tile for the icon.
//
class NhPSListViewItem : public QTableWidgetItem {
public:
NhPSListViewItem( QTableWidget* parent UNUSED, const QString& name ) :
QTableWidgetItem(name)
{
}
void setGlyph(int g, int tileidx)
{
NetHackQtGlyphs& glyphs = qt_settings->glyphs();
int gw = glyphs.width();
int gh = glyphs.height();
QPixmap pm(gw,gh);
QPainter p(&pm);
glyphs.drawGlyph(p, g, tileidx, 0, 0, false);
p.end();
setIcon(QIcon(pm));
//RLC setHeight(std::max(pm.height()+1,height()));
}
#if 0 //RLC
void paintCell( QPainter *p, const QColorGroup &cg,
int column, int width, int alignment )
{
if ( isSelectable() ) {
QTableWidgetItem::paintCell( p, cg, column, width, alignment );
} else {
QColorGroup disabled(
cg.foreground().light(),
cg.button().light(),
cg.light(), cg.dark(), cg.mid(),
Qt::gray, cg.base() );
QTableWidgetItem::paintCell( p, disabled, column, width, alignment );
}
}
#endif
};
class NhPSListViewRole : public NhPSListViewItem {
public:
NhPSListViewRole( QTableWidget* parent, int id ) :
NhPSListViewItem(parent,
#ifdef QT_CHOOSE_RACE_FIRST // Lowerize - looks better
QString(roles[id].name.m).toLower()
#else
roles[id].name.m
#endif
)
{
glyph_info gi;
int glyph = monnum_to_glyph(roles[id].mnum, MALE);
map_glyphinfo(0, 0, glyph, 0, &gi);
setGlyph(glyph, gi.gm.tileidx);
}
};
class NhPSListViewRace : public NhPSListViewItem {
public:
NhPSListViewRace( QTableWidget* parent, int id ) :
NhPSListViewItem(parent,
#ifdef QT_CHOOSE_RACE_FIRST // Capitalize - looks better
str_titlecase(races[id].noun)
#else
races[id].noun
#endif
)
{
glyph_info gi;
int glyph = monnum_to_glyph(races[id].mnum, MALE);
map_glyphinfo(0, 0, glyph, 0, &gi);
setGlyph(glyph, gi.gm.tileidx);
}
};
class NhPSListView : public QTableWidget {
public:
NhPSListView( QWidget* parent ) :
QTableWidget(parent)
{
setColumnCount(1);
verticalHeader()->hide();
#if QT_VERSION >= 0x050000
horizontalHeader()->setSectionsClickable(false);
#else
horizontalHeader()->setClickable(false);
#endif
}
QSizePolicy sizePolicy() const
{
return QSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding);
}
QSize minimumSizeHint() const
{
return sizeHint();
}
QSize sizeHint() const
{
return QSize(columnWidth(0), QTableWidget::sizeHint().height());
}
};
// constructor for player's name+role/race/gender/alignment selection
NetHackQtPlayerSelector::NetHackQtPlayerSelector(
NetHackQtKeyBuffer& ks UNUSED) :
QDialog(NetHackQtBind::mainWidget()),
fully_specified_role(true),
chosen_gend(ROLE_NONE),
chosen_align(ROLE_NONE),
cleric_role_row(0),
human_race_row(0),
rand_btn(new QPushButton("Random")),
play_btn(new QPushButton("Play")),
quit_btn(new QPushButton("Quit"))
{
/*
0 1 2
+ Name --------------------------------------+
0 | |
+ -------------------------------------------+
+ Race ----+ + Role ----+ + Gender ------+
| human | | Archeolog| | * Male |
1 | elf | | Barbarian| | * Female |
| dwarf | | | +--------------+
| gnome | | |
| orc | | | + Alignment ---+
2 | | | . | | * Lawful |
| | | . | | * Neutral |
| | | . | | * Chaotic |
| | | | +--------------+
3 | | | | ...stretch...
| | | |
4 | | | Valkyrie | [ Random ]
5 | | | Wizard | [ Play ]
6 | | | | [ Quit ]
+----------+ +----------+
*
* Both Race and Role entries are actually two-part: an icon (the map
* tile for the corresponding monster) and text (race or role name);
* Race column is as tall as role one but mostly blank;
* Role names aren't truncated in the actual display, just here; the
* race and role columns do have equal width;
* Roles with gender-specific names get changed to match chosen gender;
* Each of the four role/race/gender/alignment categories always has
* one entry checked; [Random] will change to a new set;
* [Play] is selected by default if [Name] is non-empty but grayed out
* if it is empty;
* [Quit] is selected by default when [Name] is empty;
* ...stretch... is "NetHack x.y.z" in large text over
* "by the NetHack DevTeam" is smaller text with blank space above
* and below the two lines of text.
*
* If currently selected race isn't allowed to be some roles, they'll
* be grayed out. To switch to one of those, first check "human" which
* offers access to all roles (except Valk which will be grayed out if
* "male" is checked), pick the role of interest, and then re-pick race
* (some of which will be grayed out if chosen role doesn't allow them).
* To pick alignment first, check "human" and "priest[ess]" to make
* all three alignments accessible, pick the one of interest, then pick
* among the races and roles that are acceptable for that alignment.
* Gender can be picked at any time, except for male when Valkyrie is
* selected.
*/
QGridLayout *l = new QGridLayout(this);
l->setColumnStretch(2, 1);
sizePolicy().setHorizontalPolicy(QSizePolicy::Minimum);
QGroupBox* namebox = new QGroupBox("Name", this);
QVBoxLayout *namelayout = new QVBoxLayout(namebox);
QLineEdit* name = new QLineEdit(namebox);
namelayout->addWidget(name);
name->setMaxLength(PL_NSIZ - 1);
name->setPlaceholderText(QString(" (required)")); // grayed out
// if plname[] contains a generic user name, clear it
if (generic_plname())
*svp.plname = '\0';
name->setText(svp.plname);
connect(name, SIGNAL(textChanged(const QString&)),
this, SLOT(selectName(const QString&)));
name->setFocus();
// changed to move gender and alignment labels inside their boxes (below)
QGroupBox *genderbox = new QGroupBox();
QButtonGroup *gendergroup = new QButtonGroup(this);
QGroupBox *alignbox = new QGroupBox();
QButtonGroup *aligngroup = new QButtonGroup(this);
// these two QVBoxLayout pointers aren't used, the vertical box layouts
// being assigned to them are...
QVBoxLayout* vbgb UNUSED = new QVBoxLayout(genderbox);
QVBoxLayout* vbab UNUSED = new QVBoxLayout(alignbox);
char versionbuf[QBUFSZ];
QLabel *logo = new QLabel(QString(nh_attribution).arg(
version_string(versionbuf, sizeof versionbuf)), this);
l->addWidget( namebox, 0,0,1,3 );
role = new NhPSListView(this);
race = new NhPSListView(this);
#ifdef QT_CHOOSE_RACE_FIRST
l->addWidget( race, 1,0,6,1 );
l->addWidget( role, 1,1,6,1 );
#else
l->addWidget( role, 1,0,6,1 );
l->addWidget( race, 1,1,6,1 );
#endif
l->addWidget( genderbox, 1, 2 );
l->addWidget( alignbox, 2, 2 );
l->addWidget( logo, 3, 2, Qt::AlignCenter );
l->setRowStretch( 3, 6 );
QTableWidgetItem *item;
int i, nrole, nrace;
chosen_gend = flags.initgend;
chosen_align = flags.initalign;
// XXX QListView unsorted goes in rev.
for (nrole=0; roles[nrole].name.m; nrole++)
;
role->setRowCount(nrole);
for (i = 0; i < nrole; ++i) {
item = new QTableWidgetItem();
role->setItem(i, 0, item);
if (roles[i].mnum == PM_CLERIC)
cleric_role_row = i; // for populate_races()
}
for (nrace=0; races[nrace].noun; nrace++)
;
race->setRowCount(nrace);
for (i = 0; i < nrace; ++i) {
item = new QTableWidgetItem();
race->setItem(i, 0, item);
if (races[i].mnum == PM_HUMAN)
human_race_row = i; // (always i==0) for populate_roles()
}
#ifdef QT_CHOOSE_RACE_FIRST
populate_races();
populate_roles();
#else
populate_roles();
populate_races();
#endif
connect(role, SIGNAL(currentCellChanged(int, int, int, int)),
this, SLOT(selectRole(int, int, int, int)));
role->setHorizontalHeaderLabels(QStringList("Role"));
role->resizeColumnToContents(0);
connect(race, SIGNAL(currentCellChanged(int, int, int, int)),
this, SLOT(selectRace(int, int, int, int)));
race->setHorizontalHeaderLabels(QStringList("Race"));
race->resizeColumnToContents(0);
// TODO:
// Render the alignment and gender labels smaller to match the
// horizontal header labels for role and race. (Getting the font from
// race table above and setting it for labels below made no difference.)
QLabel *gendlabel = new QLabel("Gender");
genderbox->layout()->addWidget(gendlabel);
gender = new QRadioButton*[ROLE_GENDERS];
for (i=0; i<ROLE_GENDERS; i++) {
gender[i] = new QRadioButton( genders[i].adj, genderbox );
genderbox->layout()->addWidget(gender[i]);
gendergroup->addButton(gender[i], i);
}
connect(gendergroup, SIGNAL(buttonClicked(int)),
this, SLOT(selectGender(int)));
QLabel *alignlabel = new QLabel("Alignment");
alignbox->layout()->addWidget(alignlabel);
alignment = new QRadioButton*[ROLE_ALIGNS];
for (i=0; i<ROLE_ALIGNS; i++) {
alignment[i] = new QRadioButton( aligns[i].adj, alignbox );
alignbox->layout()->addWidget(alignment[i]);
aligngroup->addButton(alignment[i], i);
}
connect(aligngroup, SIGNAL(buttonClicked(int)),
this, SLOT(selectAlignment(int)));
l->addWidget(rand_btn, 4, 2);
connect(rand_btn, SIGNAL(clicked()), this, SLOT(Randomize()));
l->addWidget(play_btn, 5, 2);
connect(play_btn, SIGNAL(clicked()), this, SLOT(accept()));
l->addWidget(quit_btn, 6, 2);
connect(quit_btn, SIGNAL(clicked()), this, SLOT(reject()));
// if plname[] is non-empty, the Play button is enabled and the default;
// otherwise, Play is disabled and Quit is the default
plnamePlayVsQuit();
Randomize();
}
// update the role column in the PlayerSelector widget
void
NetHackQtPlayerSelector::populate_roles()
{
//
// entry for each row in the role column shows a player-character tile
// (always gender-specific) and role's name (sometimes gender-specific)
//
QTableWidgetItem *item;
const char *rolename;
glyph_info gi;
int v, gf, gn = chosen_gend, al = chosen_align;
// if no race yet, we use human for gender check (gender doesn't affect
// race but we need a valid race when filtering Valkyrie out or back in)
int ra = race->currentRow(), hu = human_race_row;
bool is_f = (gn == 1);
NetHackQtGlyphs& glyphs = qt_settings->glyphs();
for (int i = 0; roles[i].name.m; ++i) {
rolename = (is_f && roles[i].name.f) ? roles[i].name.f
: roles[i].name.m;
gf = monnum_to_glyph(roles[i].mnum, is_f ? FEMALE : MALE);
map_glyphinfo(0, 0, gf, 0, &gi);
v = ((ra < 0 || validrace(i, ra))
&& (gn < 0 || validgend(i, (ra >= 0) ? ra : hu, gn))
&& (al < 0 || validalign(i, (ra >= 0) ? ra : hu, al)));
item = role->item(i, 0);
item->setText(rolename);
item->setIcon(QIcon(glyphs.glyph(gf, gi.gm.tileidx)));
item->setFlags(v ? Qt::ItemIsEnabled | Qt::ItemIsSelectable
: Qt::NoItemFlags);
}
role->repaint(); // role->update() seems to be inadequate
}
// update the race column in the PlayerSelector widget
void
NetHackQtPlayerSelector::populate_races()
{
//
// entry for each row in race column shows race's generic monster tile
// (always gender-specific) and race's name (never gender-specific)
//
QTableWidgetItem *item;
glyph_info gi;
int v, gf, gn = chosen_gend, al = chosen_align;
// if no role yet, use cleric so that alignment won't rule anything out
int ro = role->currentRow(), cl = cleric_role_row;
bool is_f = (gn == 1);
NetHackQtGlyphs& glyphs = qt_settings->glyphs();
for (int j = 0; races[j].noun; ++j) {
gf = monnum_to_glyph(races[j].mnum, is_f ? FEMALE : MALE);
map_glyphinfo(0, 0, gf, 0, &gi);
v = ((ro < 0 || validrace(ro, j))
&& (al < 0 || validalign((ro >= 0) ? ro : cl, j, al)));
item = race->item(j, 0);
item->setText(races[j].noun);
item->setIcon(QIcon(glyphs.glyph(gf, gi.gm.tileidx)));
item->setFlags(v ? Qt::ItemIsEnabled | Qt::ItemIsSelectable
: Qt::NoItemFlags);
}
race->repaint();
}
void NetHackQtPlayerSelector::Randomize()
{
int nrole = role->rowCount();
int nrace = race->rowCount();
boolean picksomething = (flags.initrole == ROLE_NONE
|| flags.initrace == ROLE_NONE
|| flags.initgend == ROLE_NONE
|| flags.initalign == ROLE_NONE);
if (flags.randomall && picksomething) {
if (flags.initrole == ROLE_NONE)
flags.initrole = ROLE_RANDOM;
if (flags.initrace == ROLE_NONE)
flags.initrace = ROLE_RANDOM;
if (flags.initgend == ROLE_NONE)
flags.initgend = ROLE_RANDOM;
if (flags.initalign == ROLE_NONE)
flags.initalign = ROLE_RANDOM;
}
rigid_role_checks();
// Randomize race and role, unless specified in config
int ro = flags.initrole;
if (ro == ROLE_NONE || ro == ROLE_RANDOM) {
ro = rn2(nrole);
if (flags.initrole != ROLE_RANDOM) {
fully_specified_role = false;
}
}
int ra = flags.initrace;
if (ra == ROLE_NONE || ra == ROLE_RANDOM) {
ra = rn2(nrace);
if (flags.initrace != ROLE_RANDOM) {
fully_specified_role = false;
}
}
// make sure we have a valid combination, honoring
// the user's request if possible.
bool choose_race_first;
#ifdef QT_CHOOSE_RACE_FIRST
choose_race_first = true;
if (flags.initrole >= 0 && flags.initrace < 0) {
choose_race_first = false;
}
#else
choose_race_first = false;
if (flags.initrace >= 0 && flags.initrole < 0) {
choose_race_first = true;
}
#endif
while (!validrace(ro,ra)) {
if (choose_race_first) {
ro = rn2(nrole);
if (flags.initrole != ROLE_RANDOM) {
fully_specified_role = false;
}
} else {
ra = rn2(nrace);
if (flags.initrace != ROLE_RANDOM) {
fully_specified_role = false;
}
}
}
int g = flags.initgend;
if (g < 0) {
g = rn2(ROLE_GENDERS);
fully_specified_role = false;
}
while (!validgend(ro,ra,g)) {
g = rn2(ROLE_GENDERS);
}
gender[g]->setChecked(true);
selectGender(g);
int a = flags.initalign;
if (a < 0) {
a = rn2(ROLE_ALIGNS);
fully_specified_role = false;
}
while (!validalign(ro,ra,a)) {
a = rn2(ROLE_ALIGNS);
}
alignment[a]->setChecked(true);
selectAlignment(a);
role->setCurrentCell(ro, 0);
race->setCurrentCell(ra, 0);
}
// if plname[] is empty, disable [Play], otherwise [Play] is the default
void NetHackQtPlayerSelector::plnamePlayVsQuit()
{
if (*svp.plname) {
play_btn->setEnabled(true);
play_btn->setDefault(true);
//quit_btn->setDefault(false);
} else {
play_btn->setEnabled(false); // [Play] still visible but grayed out
//play_btn->setDefault(false);
quit_btn->setDefault(true);
}
}
// the line edit widget for the name field has received input
void NetHackQtPlayerSelector::selectName(const QString& n)
{
const char *name_str = n.toLatin1().constData();
// skip any leading spaces
// (it would be better to set up a validator that rejects leading spaces)
while (*name_str == ' ')
++name_str;
str_copy(svp.plname, name_str, PL_NSIZ);
// possibly enable or disable the [Play] button
plnamePlayVsQuit();
}
void NetHackQtPlayerSelector::selectRole(int crow, int ccol,
int prow, int pcol)
{
int ra = race->currentRow();
int ro = role->currentRow();
if (ra == -1 || ro == -1)
return;
QTableWidgetItem *item = role->item(prow, 0);
if (item != NULL)
item->setSelected(false);
#ifdef QT_CHOOSE_RACE_FIRST
selectRace(crow, ccol, prow, pcol);
#else
QTableWidgetItem *i = role->currentItem();
QTableWidgetItem *valid = 0;
for (int j = 0; roles[j].name.m; ++j) {
if (!valid && (ra < 0 || validrace(j, ra))) {
valid = role->item(j, 0);
break;
}
}
if (!validrace(role->currentRow(), ra))
i = valid;
role->setCurrentItem(i, 0);
for (int j = 0; roles[j].name.m; ++j) {
item = role->item(j, 0);
item->setSelected(item == i);
/* used to call setFlags here, but setupOthers() -> selectGender()
(and selectAlignment()) -> populate_roles() takes care of that */
}
nhUse(crow);
nhUse(ccol);
nhUse(pcol);
#endif
//flags.initrole = role->currentRow();
setupOthers();
}
void NetHackQtPlayerSelector::selectRace(int crow, int ccol,
int prow, int pcol)
{
int ra = race->currentRow();
int ro = role->currentRow();
if (ra == -1 || ro == -1)
return;
QTableWidgetItem *item = race->item(prow, 0);
if (item != NULL)
item->setSelected(false);
#ifndef QT_CHOOSE_RACE_FIRST
selectRole(crow, ccol, prow, pcol);
#else
QTableWidgetItem *i = race->currentItem();
QTableWidgetItem *valid = 0;
for (int j = 0; races[j].noun; ++j) {
if (!valid && (ro < 0 || validrace(ro, j))) {
valid = race->item(j, 0);
break;
}
}
if (!validrace(ro, race->currentRow()))
i = valid;
for (int j = 0; races[j].noun; ++j) {
item = race->item(j, 0);
item->setSelected(item == i);
/* used to call setFlags here, but setupOthers() -> selectGender()
(and selectAlignment()) -> populate_races() takes care of that */
}
nhUse(crow);
nhUse(ccol);
nhUse(pcol);
#endif
//flags.initrace = race->currentRow();
setupOthers();
}
void NetHackQtPlayerSelector::setupOthers()
{
int ro = role->currentRow();
int ra = race->currentRow();
int valid=-1;
int c=0;
int j;
for (j=0; j<ROLE_GENDERS; j++) {
bool v = validgend(ro,ra,j);
if ( gender[j]->isChecked() )
c = j;
gender[j]->setEnabled(v);
if ( valid<0 && v ) valid = j;
}
if ( !validgend(ro,ra,c) )
c = valid;
int k;
for (k=0; k<ROLE_GENDERS; k++) {
gender[k]->setChecked(c==k);
}
selectGender(c);
valid=-1;
for (j=0; j<ROLE_ALIGNS; j++) {
bool v = validalign(ro,ra,j);
if ( alignment[j]->isChecked() )
c = j;
alignment[j]->setEnabled(v);
if ( valid<0 && v ) valid = j;
}
if ( !validalign(ro,ra,c) )
c = valid;
for (k=0; k<ROLE_ALIGNS; k++) {
alignment[k]->setChecked(c==k);
}
selectAlignment(c);
}
void NetHackQtPlayerSelector::selectGender(int i)
{
chosen_gend = i;
// if gender has changed, tiles and some role titles will change
populate_roles();
populate_races();
}
void NetHackQtPlayerSelector::selectAlignment(int i)
{
chosen_align = i;
// if alignment has changed, some roles or races may no longer be
// available and some previously excluded ones might become available
populate_roles();
populate_races();
}
void NetHackQtPlayerSelector::Quit()
{
done(R_Quit);
}
void NetHackQtPlayerSelector::Random()
{
done(R_Rand);
}
bool NetHackQtPlayerSelector::Choose()
{
if (fully_specified_role)
return true;
#if defined(QWS) // probably safe with Qt 3, too (where show!=exec in QDialog).
if ( qt_compact_mode ) {
showMaximized();
} else
#endif
{
adjustSize();
centerOnMain(this);
}
if ( exec() ) {
flags.initrace = race->currentRow();
flags.initrole = role->currentRow();
flags.initgend = chosen_gend;
flags.initalign = chosen_align;
return true;
} else {
return false;
}
}
} // namespace nethack_qt_