- Remove client teams on exit
- Improve protocol, break frontend compatibility with old server protocol
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006, 2007 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 FreqSpinBox;
class FreqSpinBox : public QSpinBox
{
Q_OBJECT
public:
FreqSpinBox(QWidget* parent) : QSpinBox(parent)
{
}
QString textFromValue ( int value ) const
{
switch (value)
{
case 0 : return tr("Never");
case 1 : return tr("Every turn");
default : return tr("Each %1 turn").arg(value);
}
}
};
class GameCFGWidget : public QGroupBox
{
Q_OBJECT
public:
GameCFGWidget(QWidget* parent, bool externalControl=false);
quint32 getGameFlags() const;
QString getCurrentSeed() const;
QString getCurrentMap() const;
QString getCurrentTheme() const;
quint32 getInitHealth() const;
quint32 getTurnTime() const;
quint32 getSuddenDeathTurns() const;
quint32 getCaseProbability() const;
QStringList getFullConfig() const;
QComboBox* WeaponsName;
HWMapContainer* pMapContainer;
public slots:
void setSeed(const QString & seed);
void setMap(const QString & map);
void setTheme(const QString & theme);
void setInitHealth(int health);
void setTurnTime(int time);
void setSuddenDeathTurns(int turns);
void setCaseProbability(int prob);
void setFortsMode(bool value);
void setTeamsDivide(bool value);
void setSolid(bool value);
void setBorder(bool value);
void setNetAmmo(const QString& name, const QString& ammo);
signals:
void seedChanged(const QString & seed);
void mapChanged(const QString & map);
void themeChanged(const QString & theme);
void initHealthChanged(int health);
void turnTimeChanged(int time);
void suddenDeathTurnsChanged(int turns);
void caseProbabilityChanged(int prob);
void fortsModeChanged(bool value);
void teamsDivideChanged(bool value);
void solidChanged(bool value);
void borderChanged(bool value);
void newWeaponScheme(const QString & name, const QString & ammo);
private slots:
void ammoChanged(int index);
private:
QCheckBox * CB_mode_Forts;
QCheckBox * CB_teamsDivide;
QCheckBox * CB_solid;
QCheckBox * CB_border;
QGridLayout mainLayout;
QSpinBox * SB_TurnTime;
QSpinBox * SB_InitHealth;
QSpinBox * SB_SuddenDeath;
FreqSpinBox * SB_CaseProb;
QLabel * L_TurnTime;
QLabel * L_InitHealth;
QLabel * L_SuddenDeath;
QLabel * L_CaseProb;
QString curNetAmmoName;
QString curNetAmmo;
};
#endif // GAMECONFIGWIDGET_H