Racer: Fix weird water splashes after waypoint placement
Does not affect official racer, as only waypoint placement is touched.
The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef GAMECONFIGWIDGET_H
#define GAMECONFIGWIDGET_H
#include <QWidget>
#include <QStringList>
#include <QGroupBox>
#include <QSpinBox>
#include <QRegExp>
#include "mapContainer.h"
class QCheckBox;
class QVBoxLayout;
class QLabel;
class QTableView;
class QTabWidget;
class GameCFGWidget : public QGroupBox
{
Q_OBJECT
Q_PROPERTY(bool master READ isMaster WRITE setMaster)
public:
GameCFGWidget(QWidget* parent, bool randomWithoutDLC = false);
quint32 getGameFlags() const;
quint32 getInitHealth() const;
QByteArray getFullConfig() const;
QComboBox * Scripts;
QComboBox * GameSchemes;
QComboBox * WeaponsName;
QPushButton * goToSchemePage;
QPushButton * goToWeaponPage;
QLabel * ScriptsLabel;
QLabel * GameSchemesLabel;
QLabel * WeaponsNameLabel;
HWMapContainer* pMapContainer;
QVariant schemeData(int column) const;
bool isMaster();
public slots:
void setParam(const QString & param, const QStringList & value);
void fullNetConfig();
void resendSchemeData();
void resendAmmoData();
void resetSchemeStates();
void setMaster(bool master);
void setTabbed(bool tabbed);
signals:
void paramChanged(const QString & param, const QStringList & value);
void goToSchemes(int);
void goToWeapons(int);
void goToDrawMap();
private slots:
void ammoChanged(int index);
void mapChanged(const QString &);
void templateFilterChanged(int);
void seedChanged(const QString &);
void themeChanged(const QString &);
void schemeChanged(int);
void updateSchemeEnabledStates(int scriptIndex);
void scriptChanged(int);
void jumpToSchemes();
void jumpToWeapons();
void mapgenChanged(MapGenerator m);
void maze_sizeChanged(int s);
void slMapFeatureSizeChanged(int s);
void onDrawnMapChanged(const QByteArray & data);
void updateModelViews();
private:
QVBoxLayout mainLayout;
QCheckBox * bindEntries;
QString curNetAmmoName;
QString curNetAmmo;
QRegExp seedRegexp;
QString m_curScript;
bool m_master;
QList<QWidget *> m_childWidgets;
QGridLayout * GBoxOptionsLayout;
QWidget * OptionsInnerContainer;
QWidget * StackContainer;
QLabel * lblScript;
QLabel * lblScheme;
QLabel * lblWeapons;
QWidget * mapContainerFree;
QWidget * mapContainerTabbed;
QWidget * optionsContainerFree;
QWidget * optionsContainerTabbed;
bool tabbed;
QTabWidget * tabs;
void setNetAmmo(const QString& name, const QString& ammo);
};
#endif // GAMECONFIGWIDGET_H