author | koda |
Thu, 13 Jun 2013 22:50:33 +0200 | |
branch | cmake_pascal |
changeset 8872 | 89ddfe10e52b |
parent 8650 | 18807b6302c8 |
child 9080 | 9b42757d7e71 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*/ |
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#include <QStandardItemModel> |
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#include "hwconsts.h" |
8608
50cc0131b109
move weapons line away from hwconsts.h so that modifying it doesn't needlessly recompile everything, introduce a way to try documenting which weapons each number represents
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#include "weapons.h" |
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e31044b7fbba
on linux assume datapath is always relative to cmake_install_prefix, unless you provide an absolute path; on win32/osx hardcode engine path to default installation prefixes (it gets overridden at runtime so it works even if you move the data folder)
koda
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// cDataDir gets 'Data' appended later (in main.cpp) |
e31044b7fbba
on linux assume datapath is always relative to cmake_install_prefix, unless you provide an absolute path; on win32/osx hardcode engine path to default installation prefixes (it gets overridden at runtime so it works even if you move the data folder)
koda
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QString * cDataDir = new QString("${HEDGEWARS_DATADIR}"); |
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QString * cProtoVer = new QString("${HEDGEWARS_PROTO_VER}"); |
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38d9cc60b14c
cleanup revision section, make hg launch tolerant to config errors, drop deprecated exec_prog for desktop configuration in favour of execute_process
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QString * cVersionString = new QString("${HEDGEWARS_VERSION}"); |
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QString * cRevisionString = new QString("${HEDGEWARS_REVISION}"); |
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QString * cHashString = new QString("${HEDGEWARS_HASH}"); |
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82c649dfc7c3
split cVersionString into its three separate components (version, revision, hash) and apply the new values sensibly on the frontend (esp. title, info and feedback)
koda
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ab0b618bdf13
get executable directory at runtime rather than configure time
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QDir * bindir = new QDir(); |
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QDir * cfgdir = new QDir(); |
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QDir * datadir = new QDir(); |
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bool custom_config = false; |
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bool custom_data = false; |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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int cMaxTeams = 8; |
6737
ce5fbd98370f
- Increase server version number due to rooms list protocol changes
unc0rr
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int cMinServerVersion = 1; |
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7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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QString * cDefaultAmmoStore = new QString( AMMOLINE_DEFAULT_QT AMMOLINE_DEFAULT_PROB |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_DEFAULT_DELAY AMMOLINE_DEFAULT_CRATE ); |
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13a53315ae18
Awesome patch from TheException - adds editing of weapon delay and crate count. Tiy might want to tweak the crate graphic, could make be smaller or less overlappy.
nemo
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int cAmmoNumber = cDefaultAmmoStore->size() / 4; |
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c3eb11f1ab3a
Implement probability editor for weapon schemes (engine doesn't support that yet)
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QList< QPair<QString, QString> > cDefaultAmmos = |
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QList< QPair<QString, QString> >() |
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<< qMakePair(QString("Default"), *cDefaultAmmoStore) |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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<< qMakePair(QString("Crazy"), QString( |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_CRAZY_QT AMMOLINE_CRAZY_PROB |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_CRAZY_DELAY AMMOLINE_CRAZY_CRATE )) |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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<< qMakePair(QString("Pro Mode"), QString( |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_PROMODE_QT AMMOLINE_PROMODE_PROB |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_PROMODE_DELAY AMMOLINE_PROMODE_CRATE )) |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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<< qMakePair(QString("Shoppa"), QString( |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_SHOPPA_QT AMMOLINE_SHOPPA_PROB |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
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AMMOLINE_SHOPPA_DELAY AMMOLINE_SHOPPA_CRATE )) |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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<< qMakePair(QString("Clean Slate"), QString( |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_CLEAN_QT AMMOLINE_CLEAN_PROB |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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AMMOLINE_CLEAN_DELAY AMMOLINE_CLEAN_CRATE )) |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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<< qMakePair(QString("Minefield"), QString( |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_MINES_QT AMMOLINE_MINES_PROB |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_MINES_DELAY AMMOLINE_MINES_CRATE )) |
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<< qMakePair(QString("Thinking with Portals"), QString( |
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* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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AMMOLINE_PORTALS_QT AMMOLINE_PORTALS_PROB |
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
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parents:
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AMMOLINE_PORTALS_DELAY AMMOLINE_PORTALS_CRATE )) |
8605
2865389fec96
add 'One of Everything' in the weaponsets, from nemo's idea
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<< qMakePair(QString("One of Everything"), QString( |
2865389fec96
add 'One of Everything' in the weaponsets, from nemo's idea
koda
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AMMOLINE_ONEEVERY_QT AMMOLINE_ONEEVERY_PROB |
2865389fec96
add 'One of Everything' in the weaponsets, from nemo's idea
koda
parents:
8323
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AMMOLINE_ONEEVERY_DELAY AMMOLINE_ONEEVERY_CRATE )) |
5200
7440fe992e73
* move ammo lines from .cpp.in to .h so that it is readable from the ios frontend (and who knows, maybe from other frontends as well)
koda
parents:
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; |
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unsigned int colors[] = HW_TEAMCOLOR_ARRAY; |
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QString * netHost = new QString(); |
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quint16 netPort = NETGAME_DEFAULT_PORT; |
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6fbfee0e113a
Allow build without net game server: introduce -DWITH_SERVER configuration parameter
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int season = SEASON_NONE; |
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int years_since_foundation = 0; |