QTfrontend/ammoSchemeModel.cpp
author nemo
Wed, 29 Dec 2010 16:21:30 -0500
changeset 4780 8571151411b3
parent 4600 5a3b1dbdd4c9
child 4820 4dcfbf9f7910
permissions -rw-r--r--
add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2010 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#include <QDebug>
#include <QModelIndex>

#include "ammoSchemeModel.h"
#include "hwconsts.h"

QList<QVariant> defaultScheme = QList<QVariant>()
        << QVariant("Default")     // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(45)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(4)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(2)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
    QAbstractTableModel(parent),
    fileConfig(fileName, QSettings::IniFormat)
{
    predefSchemesNames = QStringList()
        << "Default"
        << "Pro Mode"
        << "Shoppa"
        << "Clean Slate"
        << "Minefield"
        << "Barrel Mayhem"
        << "Tunnel Hogs"
        << "Fort Mode"
        << "Timeless"
        << "Thinking with Portals"
        << "King Mode"
        ;

    numberOfDefaultSchemes = predefSchemesNames.size();

    spNames = QStringList()
        << "name"             //  0
        << "fortsmode"        //  1
        << "divteams"         //  2
        << "solidland"        //  3
        << "border"           //  4
        << "lowgrav"          //  5
        << "laser"            //  6
        << "invulnerability"  //  7
        << "resethealth"      //  8
        << "vampiric"         //  9
        << "karma"            // 10
        << "artillery"        // 11
        << "randomorder"      // 12
        << "king"             // 13
        << "placehog"         // 14
        << "sharedammo"       // 15
        << "disablegirders"   // 16
        << "disablelandobjects" // 17
        << "aisurvival"       // 18
        << "infattack"        // 19
        << "resetweps"        // 20
        << "perhogammo"       // 21
        << "disablewind"      // 22
        << "morewind"         // 23
        << "damagefactor"     // 24
        << "turntime"         // 25
        << "health"           // 26
        << "suddendeath"      // 27
        << "caseprobability"  // 28
        << "minestime"        // 29
        << "minesnum"         // 30
        << "minedudpct"       // 31
        << "explosives"       // 32
        << "healthprobability" // 33
        << "healthcaseamount" // 34
        << "waterrise"        // 35
        << "healthdecrease"   // 36
        << "ropepct"          // 37
        ;

    QList<QVariant> proMode;
    proMode
        << predefSchemesNames[1]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(15)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(0)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(0)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(2)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> shoppa;
    shoppa
        << predefSchemesNames[2]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(true)          // solid land     3
        << QVariant(true)          // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(30)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(50)            // sudden death   27
        << QVariant(1)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(0)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(0)             // explosives     32
        << QVariant(0)             // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> cleanslate;
    cleanslate
        << predefSchemesNames[3]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(true)          // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(true)          // inf. attack    19
        << QVariant(true)          // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(45)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(4)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(2)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> minefield;
    minefield
        << predefSchemesNames[4]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(150)           // damage modfier 24
        << QVariant(30)            // turn time      25
        << QVariant(50)            // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(0)             // case prob      28
        << QVariant(0)             // mines time     29
        << QVariant(80)            // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(0)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> barrelmayhem;
    barrelmayhem
        << predefSchemesNames[5]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(30)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(0)             // case prob      28
        << QVariant(0)             // mines time     29
        << QVariant(0)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(80)            // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> tunnelhogs;
    tunnelhogs
        << predefSchemesNames[6]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(true)          // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(true)          // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(30)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(10)            // mines number   30
        << QVariant(10)            // mine dud pct   31
        << QVariant(10)            // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> forts;
    forts
        << predefSchemesNames[7]   // name           0
        << QVariant(true)          // fortsmode      1
        << QVariant(true)          // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(true)          // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(45)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(0)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(0)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> timeless;
    timeless
        << predefSchemesNames[8]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(true)          // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(9999)          // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(5)             // mines number   30
        << QVariant(10)            // mine dud pct   31
        << QVariant(2)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(30)            // health case amt 34
        << QVariant(0)             // water rise amt 35
        << QVariant(0)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> thinkingportals;
    thinkingportals
        << predefSchemesNames[9]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(true)          // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(45)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(2)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(5)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(5)             // explosives     32
        << QVariant(25)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;

    QList<QVariant> kingmode;
    kingmode
        << predefSchemesNames[10]  // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(true)          // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(100)           // damage modfier 24
        << QVariant(45)            // turn time      25
        << QVariant(100)           // init health    26
        << QVariant(15)            // sudden death   27
        << QVariant(5)             // case prob      28
        << QVariant(3)             // mines time     29
        << QVariant(4)             // mines number   30
        << QVariant(0)             // mine dud pct   31
        << QVariant(2)             // explosives     32
        << QVariant(35)            // health case pct 33
        << QVariant(25)            // health case amt 34
        << QVariant(47)            // water rise amt 35
        << QVariant(5)             // health dec amt 36
        << QVariant(100)           // rope modfier   37
        ;


    schemes.append(defaultScheme);
    schemes.append(proMode);
    schemes.append(shoppa);
    schemes.append(cleanslate);
    schemes.append(minefield);
    schemes.append(barrelmayhem);
    schemes.append(tunnelhogs);
    schemes.append(forts);
    schemes.append(timeless);
    schemes.append(thinkingportals);
    schemes.append(kingmode);


    int size = fileConfig.beginReadArray("schemes");
    for (int i = 0; i < size; ++i) {
        fileConfig.setArrayIndex(i);

        if (!predefSchemesNames.contains(fileConfig.value(spNames[0]).toString()))
        {
            QList<QVariant> scheme;

            for (int k = 0; k < spNames.size(); ++k)
                scheme << fileConfig.value(spNames[k], defaultScheme[k]);

            schemes.append(scheme);
        }
    }
    fileConfig.endArray();
}

QVariant AmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
    Q_UNUSED(section);
    Q_UNUSED(orientation);
    Q_UNUSED(role);

    return QVariant();
}

int AmmoSchemeModel::rowCount(const QModelIndex &parent) const
{
    if (parent.isValid())
        return 0;
    else
        return schemes.size();
}

int AmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return defaultScheme.size();
}

Qt::ItemFlags AmmoSchemeModel::flags(const QModelIndex & index) const
{
    Q_UNUSED(index);

    return
        Qt::ItemIsEnabled
        | Qt::ItemIsSelectable
        | Qt::ItemIsEditable;
}

bool AmmoSchemeModel::setData(const QModelIndex & index, const QVariant & value, int role)
{
    if (!index.isValid() || index.row() < numberOfDefaultSchemes
        || index.row() >= schemes.size()
        || index.column() >= defaultScheme.size()
        || role != Qt::EditRole)
        return false;

    schemes[index.row()][index.column()] = value;

    emit dataChanged(index, index);
    return true;
}

bool AmmoSchemeModel::insertRows(int row, int count, const QModelIndex & parent)
{
    Q_UNUSED(count);

    beginInsertRows(parent, schemes.size(), schemes.size());

    if (row == -1)
    {
        QList<QVariant> newScheme = defaultScheme;
        newScheme[0] = QVariant(tr("new"));
        schemes.insert(schemes.size(), newScheme);
    }
    else
    {
        QList<QVariant> newScheme = schemes[row];
        newScheme[0] = QVariant(tr("copy of") + " " + newScheme[0].toString());
        schemes.insert(schemes.size(), newScheme);
    }

    endInsertRows();

    return true;
}

bool AmmoSchemeModel::removeRows(int row, int count, const QModelIndex & parent)
{
    if(count != 1
        || row < numberOfDefaultSchemes
        || row >= schemes.size())
        return false;

    beginRemoveRows(parent, row, row);

    schemes.removeAt(row);

    endRemoveRows();

    return true;
}

QVariant AmmoSchemeModel::data(const QModelIndex &index, int role) const
{
    if (!index.isValid() || index.row() < 0
        || index.row() >= schemes.size()
        || index.column() >= defaultScheme.size()
        || (role != Qt::EditRole && role != Qt::DisplayRole)
        )
        return QVariant();

    return schemes[index.row()][index.column()];
}

void AmmoSchemeModel::Save()
{
    fileConfig.beginWriteArray("schemes", schemes.size() - numberOfDefaultSchemes);

    for (int i = 0; i < schemes.size() - numberOfDefaultSchemes; ++i) {
        fileConfig.setArrayIndex(i);

        QList<QVariant> scheme = schemes[i + numberOfDefaultSchemes];

        for (int k = 0; k < scheme.size(); ++k)
            fileConfig.setValue(spNames[k], scheme[k]);
    }
    fileConfig.endArray();
}


NetAmmoSchemeModel::NetAmmoSchemeModel(QObject * parent) :
    QAbstractTableModel(parent)
{
    netScheme = defaultScheme;
}

QVariant NetAmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
    Q_UNUSED(section);
    Q_UNUSED(orientation);
    Q_UNUSED(role);

    return QVariant();
}

int NetAmmoSchemeModel::rowCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return 1;
}

int NetAmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return defaultScheme.size();
}

QVariant NetAmmoSchemeModel::data(const QModelIndex &index, int role) const
{
    if (!index.isValid() || index.row() < 0
        || index.row() > 1
        || index.column() >= defaultScheme.size()
        || (role != Qt::EditRole && role != Qt::DisplayRole)
        )
        return QVariant();

    return netScheme[index.column()];
}

void NetAmmoSchemeModel::setNetSchemeConfig(QStringList & cfg)
{
    if(cfg.size() != netScheme.size())
    {
        qWarning("Incorrect scheme cfg size");
        return;
    }

    for(int i = 0; i < cfg.size(); ++i)
        netScheme[i] = QVariant(cfg[i]);

    reset();
}