Engine:
* Added a new weapon: Hammer: Crush half your enemies' health and let them break through thin floors! (Might need some visual improvements)
* Removed orientation code from sticky mines due to their new graphics
* Added an attachment sound to sticky mines
Frontend:
* Added the hammer to predefined weapon sets
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2010 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
*/
#ifndef GAMECONFIGWIDGET_H
#define GAMECONFIGWIDGET_H
#include <QWidget>
#include <QStringList>
#include <QGroupBox>
#include <QSpinBox>
#include "mapContainer.h"
class QCheckBox;
class QVBoxLayout;
class QLabel;
class QTableView;
class GameCFGWidget : public QGroupBox
{
Q_OBJECT
public:
GameCFGWidget(QWidget* parent, bool externalControl=false);
quint32 getGameFlags() const;
quint32 getInitHealth() const;
QStringList getFullConfig() const;
QComboBox * GameSchemes;
QComboBox * WeaponsName;
HWMapContainer* pMapContainer;
QTableView * tv;
public slots:
void setParam(const QString & param, const QStringList & value);
void fullNetConfig();
void resendSchemeData();
signals:
void paramChanged(const QString & param, const QStringList & value);
void goToSchemes();
void goToWeapons(const QString & name);
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 jumpToWeapons();
void mapgenChanged(MapGenerator m);
void maze_sizeChanged(int s);
private:
QGridLayout mainLayout;
QString curNetAmmoName;
QString curNetAmmo;
void setNetAmmo(const QString& name, const QString& ammo);
QVariant schemeData(int column) const;
};
#endif // GAMECONFIGWIDGET_H