author | koda |
Thu, 11 Nov 2010 00:38:12 +0100 | |
changeset 4237 | ef9b201c97fe |
parent 4225 | ce9e2b05e9c1 |
child 4248 | e127b3d26248 |
child 4324 | 43e3f1eeceb5 |
permissions | -rw-r--r-- |
184 | 1 |
/* |
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* Hedgewars, a free turn based strategy game |
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Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
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* Copyright (c) 2006-2010 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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||
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#include <QResizeEvent> |
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#include <QGroupBox> |
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#include <QCheckBox> |
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#include <QGridLayout> |
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#include <QSpinBox> |
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#include <QLabel> |
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#include <QMessageBox> |
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#include <QTableView> |
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#include <QPushButton> |
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#include "gamecfgwidget.h" |
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#include "igbox.h" |
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#include "hwconsts.h" |
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#include "ammoSchemeModel.h" |
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GameCFGWidget::GameCFGWidget(QWidget* parent, bool externalControl) : |
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QGroupBox(parent), mainLayout(this) |
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{ |
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mainLayout.setMargin(0); |
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// mainLayout.setSizeConstraint(QLayout::SetMinimumSize); |
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pMapContainer = new HWMapContainer(this); |
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mainLayout.addWidget(pMapContainer, 0, 0); |
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IconedGroupBox *GBoxOptions = new IconedGroupBox(this); |
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GBoxOptions->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum); |
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mainLayout.addWidget(GBoxOptions); |
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QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions); |
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GameSchemes = new QComboBox(GBoxOptions); |
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GBoxOptionsLayout->addWidget(GameSchemes, 0, 1); |
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connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int))); |
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GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Game scheme"), GBoxOptions), 0, 0); |
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QPixmap pmEdit(":/res/edit.png"); |
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QPushButton * goToSchemePage = new QPushButton(GBoxOptions); |
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goToSchemePage->setToolTip(tr("Edit schemes")); |
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goToSchemePage->setIconSize(pmEdit.size()); |
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goToSchemePage->setIcon(pmEdit); |
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goToSchemePage->setMaximumWidth(pmEdit.width() + 6); |
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GBoxOptionsLayout->addWidget(goToSchemePage, 0, 2); |
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connect(goToSchemePage, SIGNAL(clicked()), this, SIGNAL(goToSchemes())); |
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GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 1, 0); |
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WeaponsName = new QComboBox(GBoxOptions); |
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GBoxOptionsLayout->addWidget(WeaponsName, 1, 1); |
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connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int))); |
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QPushButton * goToWeaponPage = new QPushButton(GBoxOptions); |
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goToWeaponPage->setToolTip(tr("Edit weapons")); |
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goToWeaponPage->setIconSize(pmEdit.size()); |
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goToWeaponPage->setIcon(pmEdit); |
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goToWeaponPage->setMaximumWidth(pmEdit.width() + 6); |
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GBoxOptionsLayout->addWidget(goToWeaponPage, 1, 2); |
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connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons())); |
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GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Bind schemes and weapons"), GBoxOptions), 2, 0); |
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bindEntries = new QCheckBox(GBoxOptions); |
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bindEntries->setToolTip(tr("When this option is enabled selecting a game scheme will auto-select a weapon (and viceversa)")); |
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bindEntries->setChecked(true); |
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GBoxOptionsLayout->addWidget(bindEntries, 2, 2); |
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connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SLOT(seedChanged(const QString &))); |
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connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SLOT(mapChanged(const QString &))); |
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connect(pMapContainer, SIGNAL(mapgenChanged(MapGenerator)), this, SLOT(mapgenChanged(MapGenerator))); |
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connect(pMapContainer, SIGNAL(maze_sizeChanged(int)), this, SLOT(maze_sizeChanged(int))); |
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connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SLOT(themeChanged(const QString &))); |
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connect(pMapContainer, SIGNAL(newTemplateFilter(int)), this, SLOT(templateFilterChanged(int))); |
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} |
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void GameCFGWidget::jumpToWeapons() |
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{ |
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emit goToWeapons(WeaponsName->currentText()); |
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} |
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QVariant GameCFGWidget::schemeData(int column) const |
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{ |
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return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column)); |
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} |
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quint32 GameCFGWidget::getGameFlags() const |
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{ |
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quint32 result = 0; |
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if (schemeData(1).toBool()) |
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result |= 0x00001000; // fort |
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if (schemeData(2).toBool()) |
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result |= 0x00000010; // divide teams |
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if (schemeData(3).toBool()) |
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result |= 0x00000004; // solid land |
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if (schemeData(4).toBool()) |
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result |= 0x00000008; // border |
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if (schemeData(5).toBool()) |
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result |= 0x00000020; // low gravity |
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if (schemeData(6).toBool()) |
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result |= 0x00000040; // laser sight |
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if (schemeData(7).toBool()) |
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result |= 0x00000080; // invulnerable |
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if (schemeData(8).toBool()) |
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result |= 0x00000100; // mines |
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if (schemeData(9).toBool()) |
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result |= 0x00000200; // vampirism |
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if (schemeData(10).toBool()) |
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result |= 0x00000400; // karma |
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if (schemeData(11).toBool()) |
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result |= 0x00000800; // artillery |
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if (schemeData(12).toBool()) |
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result |= 0x00002000; // random |
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if (schemeData(13).toBool()) |
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result |= 0x00004000; // king |
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if (schemeData(14).toBool()) |
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result |= 0x00008000; // place hogs |
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if (schemeData(15).toBool()) |
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result |= 0x00010000; // shared ammo |
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if (schemeData(16).toBool()) |
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result |= 0x00020000; // disable girders |
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if (schemeData(17).toBool()) |
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result |= 0x00040000; // disable land obj |
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if (schemeData(18).toBool()) |
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result |= 0x00080000; // ai survival |
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if (schemeData(19).toBool()) |
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result |= 0x00100000; // infinite attacks |
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if (schemeData(20).toBool()) |
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result |= 0x00200000; // reset weaps |
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if (schemeData(21).toBool()) |
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result |= 0x00400000; // per hog ammo |
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return result; |
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} |
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quint32 GameCFGWidget::getInitHealth() const |
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{ |
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return schemeData(24).toInt(); |
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} |
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QStringList GameCFGWidget::getFullConfig() const |
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{ |
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QStringList sl; |
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sl.append("eseed " + pMapContainer->getCurrentSeed()); |
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sl.append(QString("e$gmflags %1").arg(getGameFlags())); |
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sl.append(QString("e$damagepct %1").arg(schemeData(22).toInt())); |
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revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
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167 |
sl.append(QString("e$turntime %1").arg(schemeData(23).toInt() * 1000)); |
4225
ce9e2b05e9c1
Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
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168 |
sl.append(QString("e$minestime %1").arg(schemeData(27).toInt() * 1000)); |
4003
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disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
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|
169 |
sl.append(QString("e$minesnum %1").arg(schemeData(28).toInt())); |
3943
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nemo
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|
170 |
sl.append(QString("e$sd_turns %1").arg(schemeData(25).toInt())); |
9835060e5c01
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|
171 |
sl.append(QString("e$casefreq %1").arg(schemeData(26).toInt())); |
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|
172 |
sl.append(QString("e$minedudpct %1").arg(schemeData(29).toInt())); |
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|
173 |
sl.append(QString("e$explosives %1").arg(schemeData(30).toInt())); |
4143
eb7981f34800
Remove the last vestiges of the shoppa hack by adding 2 spinners for percentage health and amount of health in crate, also update translations and increase SD spinner (some users have requested it)
henek
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|
174 |
sl.append(QString("e$healthprob %1").arg(schemeData(31).toInt())); |
eb7981f34800
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henek
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|
175 |
sl.append(QString("e$hcaseamount %1").arg(schemeData(32).toInt())); |
4153
6bd94e4c5d65
2 more variables to control water rise and health loss during sudden death.
henek
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|
176 |
sl.append(QString("e$waterrise %1").arg(schemeData(33).toInt())); |
6bd94e4c5d65
2 more variables to control water rise and health loss during sudden death.
henek
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|
177 |
sl.append(QString("e$healthdec %1").arg(schemeData(34).toInt())); |
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|
178 |
sl.append(QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter())); |
3133 | 179 |
sl.append(QString("e$mapgen %1").arg(pMapContainer->get_mapgen())); |
180 |
sl.append(QString("e$maze_size %1").arg(pMapContainer->get_maze_size())); |
|
1782
e7589e37a6d6
Options for bonus box probability tuning and number of turn until sudden death
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|
181 |
|
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182 |
QString currentMap = pMapContainer->getCurrentMap(); |
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183 |
if (currentMap.size() > 0) |
2999 | 184 |
{ |
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185 |
sl.append("emap " + currentMap); |
3008 | 186 |
if(pMapContainer->getCurrentIsMission()) |
3919 | 187 |
sl.append(QString("escript Maps/%1/map.lua") |
2999 | 188 |
.arg(currentMap)); |
189 |
} |
|
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190 |
sl.append("etheme " + pMapContainer->getCurrentTheme()); |
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|
191 |
return sl; |
318 | 192 |
} |
320 | 193 |
|
703 | 194 |
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo) |
697 | 195 |
{ |
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196 |
bool illegal = ammo.size() != cDefaultAmmoStore->size(); |
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197 |
if (illegal) |
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|
198 |
QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme")); |
703 | 199 |
|
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200 |
int pos = WeaponsName->findText(name); |
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201 |
if ((pos == -1) || illegal) { // prevent from overriding schemes with bad ones |
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202 |
WeaponsName->addItem(name, ammo); |
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203 |
WeaponsName->setCurrentIndex(WeaponsName->count() - 1); |
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204 |
} else { |
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205 |
WeaponsName->setItemData(pos, ammo); |
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206 |
WeaponsName->setCurrentIndex(pos); |
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|
207 |
} |
1530 | 208 |
} |
1531 | 209 |
|
1875 | 210 |
void GameCFGWidget::fullNetConfig() |
211 |
{ |
|
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212 |
ammoChanged(WeaponsName->currentIndex()); |
2377 | 213 |
|
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214 |
seedChanged(pMapContainer->getCurrentSeed()); |
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215 |
templateFilterChanged(pMapContainer->getTemplateFilter()); |
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216 |
themeChanged(pMapContainer->getCurrentTheme()); |
1875 | 217 |
|
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218 |
schemeChanged(GameSchemes->currentIndex()); |
1921 | 219 |
|
3133 | 220 |
mapgenChanged(pMapContainer->get_mapgen()); |
221 |
maze_sizeChanged(pMapContainer->get_maze_size()); |
|
222 |
||
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223 |
// map must be the last |
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224 |
QString map = pMapContainer->getCurrentMap(); |
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225 |
if (map.size()) |
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226 |
mapChanged(map); |
1875 | 227 |
} |
228 |
||
1873
815a3ff1fe4b
Start refactoring some things. Frontend becomes temporarily unusable for network game
unc0rr
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|
229 |
void GameCFGWidget::setParam(const QString & param, const QStringList & slValue) |
815a3ff1fe4b
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230 |
{ |
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231 |
if (slValue.size() == 1) |
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232 |
{ |
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233 |
QString value = slValue[0]; |
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234 |
if (param == "MAP") { |
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|
235 |
pMapContainer->setMap(value); |
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|
236 |
return; |
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|
237 |
} |
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|
238 |
if (param == "SEED") { |
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|
239 |
pMapContainer->setSeed(value); |
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|
240 |
return; |
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|
241 |
} |
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|
242 |
if (param == "THEME") { |
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|
243 |
pMapContainer->setTheme(value); |
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|
244 |
return; |
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|
245 |
} |
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|
246 |
if (param == "TEMPLATE") { |
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|
247 |
pMapContainer->setTemplateFilter(value.toUInt()); |
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|
248 |
return; |
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|
249 |
} |
3133 | 250 |
if (param == "MAPGEN") { |
251 |
pMapContainer->setMapgen((MapGenerator)value.toUInt()); |
|
252 |
return; |
|
253 |
} |
|
254 |
if (param == "MAZE_SIZE") { |
|
255 |
pMapContainer->setMaze_size(value.toUInt()); |
|
256 |
return; |
|
257 |
} |
|
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|
258 |
} |
1873
815a3ff1fe4b
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unc0rr
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diff
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|
259 |
|
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|
260 |
if (slValue.size() == 2) |
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|
261 |
{ |
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|
262 |
if (param == "AMMO") { |
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|
263 |
setNetAmmo(slValue[0], slValue[1]); |
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|
264 |
return; |
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|
265 |
} |
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|
266 |
} |
2377 | 267 |
|
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|
268 |
qWarning("Got bad config param from net"); |
1873
815a3ff1fe4b
Start refactoring some things. Frontend becomes temporarily unusable for network game
unc0rr
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|
269 |
} |
815a3ff1fe4b
Start refactoring some things. Frontend becomes temporarily unusable for network game
unc0rr
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|
270 |
|
1874 | 271 |
void GameCFGWidget::ammoChanged(int index) |
272 |
{ |
|
4237
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
273 |
if (index >= 0) { |
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|
274 |
emit paramChanged( |
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|
275 |
"AMMO", |
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|
276 |
QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString() |
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|
277 |
); |
4237
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by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
278 |
if (bindEntries->isChecked() == true) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
279 |
QString weapName = WeaponsName->itemText(index); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
280 |
for (int i = 0; i < GameSchemes->count(); i++) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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changeset
|
281 |
QString schemeName = GameSchemes->itemText(i); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
282 |
int res = QString::compare(weapName, schemeName, Qt::CaseSensitive); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
283 |
if (0 == res) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
284 |
GameSchemes->setCurrentIndex(i); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
285 |
break; |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
286 |
} |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
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changeset
|
287 |
} |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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|
288 |
} |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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changeset
|
289 |
} |
1874 | 290 |
} |
291 |
||
292 |
void GameCFGWidget::mapChanged(const QString & value) |
|
293 |
{ |
|
3010 | 294 |
if(pMapContainer->getCurrentIsMission()) |
295 |
{ |
|
296 |
GameSchemes->setEnabled(false); |
|
297 |
WeaponsName->setEnabled(false); |
|
4237
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
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diff
changeset
|
298 |
bindEntries->setEnabled(false); |
3010 | 299 |
GameSchemes->setCurrentIndex(GameSchemes->findText("Default")); |
300 |
WeaponsName->setCurrentIndex(WeaponsName->findText("Default")); |
|
301 |
} |
|
302 |
else |
|
303 |
{ |
|
304 |
GameSchemes->setEnabled(true); |
|
305 |
WeaponsName->setEnabled(true); |
|
4237
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
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|
306 |
bindEntries->setEnabled(true); |
3010 | 307 |
} |
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|
308 |
emit paramChanged("MAP", QStringList(value)); |
1874 | 309 |
} |
310 |
||
1876 | 311 |
void GameCFGWidget::templateFilterChanged(int value) |
312 |
{ |
|
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|
313 |
emit paramChanged("TEMPLATE", QStringList(QString::number(value))); |
1876 | 314 |
} |
315 |
||
1874 | 316 |
void GameCFGWidget::seedChanged(const QString & value) |
317 |
{ |
|
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|
318 |
emit paramChanged("SEED", QStringList(value)); |
1874 | 319 |
} |
320 |
||
321 |
void GameCFGWidget::themeChanged(const QString & value) |
|
322 |
{ |
|
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|
323 |
emit paramChanged("THEME", QStringList(value)); |
1874 | 324 |
} |
1898
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Send scheme data over net (but recieving part isn't implemented yet)
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|
325 |
|
4237
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by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
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|
326 |
void GameCFGWidget::schemeChanged(int index) |
1898
f0ab0c77946d
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|
327 |
{ |
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|
328 |
QStringList sl; |
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|
329 |
|
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|
330 |
int size = GameSchemes->model()->columnCount(); |
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|
331 |
for(int i = 0; i < size; ++i) |
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|
332 |
sl << schemeData(i).toString(); |
2377 | 333 |
|
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|
334 |
emit paramChanged("SCHEME", sl); |
4237
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
335 |
|
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
336 |
if (bindEntries->isChecked() == true) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
337 |
QString schemeName = GameSchemes->itemText(index); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
338 |
for (int i = 0; i < WeaponsName->count(); i++) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
339 |
QString weapName = WeaponsName->itemText(i); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
340 |
int res = QString::compare(weapName, schemeName, Qt::CaseSensitive); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
341 |
if (0 == res) { |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
342 |
WeaponsName->setCurrentIndex(i); |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
343 |
break; |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
344 |
} |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
345 |
} |
ef9b201c97fe
by default selecting a game mode will select a weapon with the same name, and viceversa; toggable for every game
koda
parents:
4225
diff
changeset
|
346 |
} |
1898
f0ab0c77946d
Send scheme data over net (but recieving part isn't implemented yet)
unc0rr
parents:
1895
diff
changeset
|
347 |
} |
2080
6d29370dc0dd
This should resend scheme info to net server when scheme got edited (not tested)
unc0rr
parents:
2031
diff
changeset
|
348 |
|
3133 | 349 |
void GameCFGWidget::mapgenChanged(MapGenerator m) |
350 |
{ |
|
351 |
emit paramChanged("MAPGEN", QStringList(QString::number(m))); |
|
352 |
} |
|
353 |
||
354 |
void GameCFGWidget::maze_sizeChanged(int s) |
|
355 |
{ |
|
356 |
emit paramChanged("MAZE_SIZE", QStringList(QString::number(s))); |
|
357 |
} |
|
358 |
||
2080
6d29370dc0dd
This should resend scheme info to net server when scheme got edited (not tested)
unc0rr
parents:
2031
diff
changeset
|
359 |
void GameCFGWidget::resendSchemeData() |
6d29370dc0dd
This should resend scheme info to net server when scheme got edited (not tested)
unc0rr
parents:
2031
diff
changeset
|
360 |
{ |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2915
diff
changeset
|
361 |
schemeChanged(GameSchemes->currentIndex()); |
2080
6d29370dc0dd
This should resend scheme info to net server when scheme got edited (not tested)
unc0rr
parents:
2031
diff
changeset
|
362 |
} |