QTfrontend/gamecfgwidget.cpp
author koda
Sun, 16 Jan 2011 03:39:54 +0100
branch0.9.14
changeset 4310 4613b178d45c
parent 4237 ef9b201c97fe
child 4248 e127b3d26248
child 4324 43e3f1eeceb5
permissions -rw-r--r--
trying to close 0.9.14 branch
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/*
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 * Hedgewars, a free turn based strategy game
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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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#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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ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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        result |= 0x00040000;       // disable land obj
3743
234ce4da76d4 Flag for AI survival mode
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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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   148
    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;
184
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   154
}
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   155
312
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   156
quint32 GameCFGWidget::getInitHealth() const
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{
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    return schemeData(24).toInt();
312
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}
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   160
318
46a43b02bbb3 Game config commands are generated by GameCFGWidget
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   161
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()));
4210
caa9b08990eb revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
nemo
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   167
    sl.append(QString("e$turntime %1").arg(schemeData(23).toInt() * 1000));
4225
ce9e2b05e9c1 Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
nemo
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    sl.append(QString("e$minestime %1").arg(schemeData(27).toInt() * 1000));
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    sl.append(QString("e$minesnum %1").arg(schemeData(28).toInt()));
3943
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    sl.append(QString("e$sd_turns %1").arg(schemeData(25).toInt()));
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   171
    sl.append(QString("e$casefreq %1").arg(schemeData(26).toInt()));
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    sl.append(QString("e$minedudpct %1").arg(schemeData(29).toInt()));
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    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 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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   175
    sl.append(QString("e$hcaseamount %1").arg(schemeData(32).toInt()));
4153
6bd94e4c5d65 2 more variables to control water rise and health loss during sudden death.
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   176
    sl.append(QString("e$waterrise %1").arg(schemeData(33).toInt()));
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    sl.append(QString("e$healthdec %1").arg(schemeData(34).toInt()));
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    sl.append(QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()));
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    sl.append(QString("e$mapgen %1").arg(pMapContainer->get_mapgen()));
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    sl.append(QString("e$maze_size %1").arg(pMapContainer->get_maze_size()));
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e7589e37a6d6 Options for bonus box probability tuning and number of turn until sudden death
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   181
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    QString currentMap = pMapContainer->getCurrentMap();
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    if (currentMap.size() > 0)
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    {
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   185
        sl.append("emap " + currentMap);
3008
e57cafce4227 Frontend:
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        if(pMapContainer->getCurrentIsMission())
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76d5b32758d9 Engine/Frontend:
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            sl.append(QString("escript Maps/%1/map.lua")
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                .arg(currentMap));
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   189
    }
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    sl.append("etheme " + pMapContainer->getCurrentTheme());
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   191
    return sl;
318
46a43b02bbb3 Game config commands are generated by GameCFGWidget
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   192
}
320
1ee7f087195a - HWMapContainer sets and stores the theme
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   193
703
424297e3165a weapon names transmitted over network
displacer
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   194
void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
697
44f167938201 pre-alpha network weapons selection
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{
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    bool illegal = ammo.size() != cDefaultAmmoStore->size();
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   197
    if (illegal)
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        QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme"));
703
424297e3165a weapon names transmitted over network
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   199
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    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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        WeaponsName->addItem(name, ammo);
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        WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
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   204
    } else {
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        WeaponsName->setItemData(pos, ammo);
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        WeaponsName->setCurrentIndex(pos);
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   207
    }
1530
3b8d723661b2 Implement Solid Land checkbox
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   208
}
1531
f404233b6d9b - Less crossclass dependancies
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   209
1875
189370d394db - Send initial room config
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   210
void GameCFGWidget::fullNetConfig()
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{
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    ammoChanged(WeaponsName->currentIndex());
2377
f3fab2b09e0c And in frontend
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   213
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    seedChanged(pMapContainer->getCurrentSeed());
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   215
    templateFilterChanged(pMapContainer->getTemplateFilter());
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   216
    themeChanged(pMapContainer->getCurrentTheme());
1875
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   217
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    schemeChanged(GameSchemes->currentIndex());
1921
2a09f7f786a0 - User from localhost is server admin
unc0rr
parents: 1898
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   219
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   220
    mapgenChanged(pMapContainer->get_mapgen());
1ab5f18f4df8 prg's maze generator
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   221
    maze_sizeChanged(pMapContainer->get_maze_size());
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   222
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    // 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
189370d394db - Send initial room config
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   227
}
189370d394db - Send initial room config
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parents: 1874
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   228
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815a3ff1fe4b Start refactoring some things. Frontend becomes temporarily unusable for network game
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   229
void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
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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
1ab5f18f4df8 prg's maze generator
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   250
        if (param == "MAPGEN") {
1ab5f18f4df8 prg's maze generator
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diff changeset
   251
            pMapContainer->setMapgen((MapGenerator)value.toUInt());
1ab5f18f4df8 prg's maze generator
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   252
            return;
1ab5f18f4df8 prg's maze generator
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diff changeset
   253
        }
1ab5f18f4df8 prg's maze generator
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   254
        if (param == "MAZE_SIZE") {
1ab5f18f4df8 prg's maze generator
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   255
            pMapContainer->setMaze_size(value.toUInt());
1ab5f18f4df8 prg's maze generator
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   256
            return;
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   257
        }
2948
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   258
    }
1873
815a3ff1fe4b Start refactoring some things. Frontend becomes temporarily unusable for network game
unc0rr
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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;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   265
        }
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   266
    }
2377
f3fab2b09e0c And in frontend
nemo
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   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
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   269
}
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   270
1874
1b145e099b75 - Fix a bug in map widget
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   271
void GameCFGWidget::ammoChanged(int index)
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{
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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   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
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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   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
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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
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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
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   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
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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
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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
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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
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   285
                     break;
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                 }
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            }
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        }
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    }
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}
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void GameCFGWidget::mapChanged(const QString & value)
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{
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    if(pMapContainer->getCurrentIsMission())
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    {
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        GameSchemes->setEnabled(false);
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        WeaponsName->setEnabled(false);
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        bindEntries->setEnabled(false);
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        GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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        WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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    }
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    else
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    {
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        GameSchemes->setEnabled(true);
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        WeaponsName->setEnabled(true);
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        bindEntries->setEnabled(true);
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    }
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    emit paramChanged("MAP", QStringList(value));
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}
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void GameCFGWidget::templateFilterChanged(int value)
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{
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    emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
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}
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void GameCFGWidget::seedChanged(const QString & value)
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{
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    emit paramChanged("SEED", QStringList(value));
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}
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void GameCFGWidget::themeChanged(const QString & value)
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{
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    emit paramChanged("THEME", QStringList(value));
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}
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void GameCFGWidget::schemeChanged(int index)
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{
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    QStringList sl;
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    int size = GameSchemes->model()->columnCount();
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    for(int i = 0; i < size; ++i)
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        sl << schemeData(i).toString();
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    emit paramChanged("SCHEME", sl);
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    if (bindEntries->isChecked() == true) {
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        QString schemeName = GameSchemes->itemText(index);
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        for (int i = 0; i < WeaponsName->count(); i++) {
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             QString weapName = WeaponsName->itemText(i);
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             int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
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             if (0 == res) {
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                 WeaponsName->setCurrentIndex(i);
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                 break;
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             }
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        }
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    }
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}
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void GameCFGWidget::mapgenChanged(MapGenerator m)
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{
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    emit paramChanged("MAPGEN", QStringList(QString::number(m)));
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}
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void GameCFGWidget::maze_sizeChanged(int s)
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{
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    emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
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}
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void GameCFGWidget::resendSchemeData()
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{
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    schemeChanged(GameSchemes->currentIndex());
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}