QTfrontend/gamecfgwidget.cpp
author unc0rr
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006, 2007 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 "gamecfgwidget.h"
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#include "igbox.h"
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#include "hwconsts.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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	CB_mode_Forts = new QCheckBox(GBoxOptions);
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	CB_mode_Forts->setText(QCheckBox::tr("Forts mode"));
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	GBoxOptionsLayout->addWidget(CB_mode_Forts, 0, 0, 1, 2);
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	CB_teamsDivide = new QCheckBox(GBoxOptions);
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	CB_teamsDivide->setText(QCheckBox::tr("Divide teams"));
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	GBoxOptionsLayout->addWidget(CB_teamsDivide, 1, 0, 1, 2);
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	CB_solid = new QCheckBox(GBoxOptions);
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	CB_solid->setText(QCheckBox::tr("Solid land"));
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	GBoxOptionsLayout->addWidget(CB_solid, 2, 0, 1, 2);
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	CB_border = new QCheckBox(GBoxOptions);
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	CB_border->setText(QCheckBox::tr("Add Border"));
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	GBoxOptionsLayout->addWidget(CB_border, 3, 0, 1, 2);
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	L_TurnTime = new QLabel(QLabel::tr("Turn time"), GBoxOptions);
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	L_InitHealth = new QLabel(QLabel::tr("Initial health"), GBoxOptions);
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	L_SuddenDeath = new QLabel(QLabel::tr("Turns before SD"), GBoxOptions);
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	L_CaseProb = new QLabel(QLabel::tr("Crate drops"), GBoxOptions);
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	GBoxOptionsLayout->addWidget(L_TurnTime, 4, 0);
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	GBoxOptionsLayout->addWidget(L_InitHealth, 5, 0);
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	GBoxOptionsLayout->addWidget(L_SuddenDeath, 6, 0);
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	GBoxOptionsLayout->addWidget(L_CaseProb, 7, 0);
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	GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Weapons"), GBoxOptions), 8, 0);
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	GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Generated Map Filter"), GBoxOptions), 9, 0);
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	SB_TurnTime = new QSpinBox(GBoxOptions);
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	SB_TurnTime->setRange(1, 99);
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	SB_TurnTime->setValue(45);
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	SB_TurnTime->setSingleStep(15);
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	SB_InitHealth = new QSpinBox(GBoxOptions);
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	SB_InitHealth->setRange(50, 200);
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	SB_InitHealth->setValue(100);
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	SB_InitHealth->setSingleStep(25);
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	SB_SuddenDeath = new QSpinBox(GBoxOptions);
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	SB_SuddenDeath->setRange(0, 50);
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	SB_SuddenDeath->setValue(15);
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	SB_SuddenDeath->setSingleStep(3);
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	SB_CaseProb = new FreqSpinBox(GBoxOptions);
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	SB_CaseProb->setRange(0, 9);
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	SB_CaseProb->setValue(5);
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	GBoxOptionsLayout->addWidget(SB_TurnTime, 4, 1);
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	GBoxOptionsLayout->addWidget(SB_InitHealth, 5, 1);
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	GBoxOptionsLayout->addWidget(SB_SuddenDeath, 6, 1);
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	GBoxOptionsLayout->addWidget(SB_CaseProb, 7, 1);
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	WeaponsName = new QComboBox(GBoxOptions);
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	GBoxOptionsLayout->addWidget(WeaponsName, 8, 1);
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	CB_TemplateFilter = new QComboBox(GBoxOptions);
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    CB_TemplateFilter->addItem(tr("All"), 0);
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    CB_TemplateFilter->addItem(tr("Small"), 1);
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    CB_TemplateFilter->addItem(tr("Medium"), 2);
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    CB_TemplateFilter->addItem(tr("Large"), 3);
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    CB_TemplateFilter->addItem(tr("Cavern"), 4);
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    CB_TemplateFilter->addItem(tr("Wacky"), 5);
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	GBoxOptionsLayout->addWidget(CB_TemplateFilter, 9, 1);
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	connect(SB_InitHealth, SIGNAL(valueChanged(int)), this, SIGNAL(initHealthChanged(int)));
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	connect(SB_TurnTime, SIGNAL(valueChanged(int)), this, SIGNAL(turnTimeChanged(int)));
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	connect(SB_SuddenDeath, SIGNAL(valueChanged(int)), this, SIGNAL(suddenDeathTurnsChanged(int)));
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	connect(SB_CaseProb, SIGNAL(valueChanged(int)), this, SIGNAL(caseProbabilityChanged(int)));
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	connect(CB_mode_Forts, SIGNAL(toggled(bool)), this, SIGNAL(fortsModeChanged(bool)));
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	connect(CB_teamsDivide, SIGNAL(toggled(bool)), this, SIGNAL(teamsDivideChanged(bool)));
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	connect(CB_solid, SIGNAL(toggled(bool)), this, SIGNAL(solidChanged(bool)));
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	connect(CB_border, SIGNAL(toggled(bool)), this, SIGNAL(borderChanged(bool)));
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	connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
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	connect(CB_TemplateFilter, SIGNAL(currentIndexChanged(int)), this, SLOT(templateFilterChanged(int)));
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	connect(CB_TemplateFilter, SIGNAL(currentIndexChanged(int)), this, SLOT(templateFilterChanged(int)));
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	connect(pMapContainer, SIGNAL(seedChanged(const QString &)), this, SIGNAL(seedChanged(const QString &)));
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	connect(pMapContainer, SIGNAL(mapChanged(const QString &)), this, SIGNAL(mapChanged(const QString &)));
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	connect(pMapContainer, SIGNAL(themeChanged(const QString &)), this, SIGNAL(themeChanged(const QString &)));
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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 (CB_mode_Forts->isChecked())
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		result |= 0x01;
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	if (CB_teamsDivide->isChecked())
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		result |= 0x10;
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	if (CB_solid->isChecked())
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		result |= 0x04;
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	if (CB_border->isChecked())
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		result |= 0x08;
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	return result;
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}
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QString GameCFGWidget::getCurrentSeed() const
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{
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  return pMapContainer->getCurrentSeed();
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}
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QString GameCFGWidget::getCurrentMap() const
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{
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  return pMapContainer->getCurrentMap();
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}
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QString GameCFGWidget::getCurrentTheme() const
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{
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  return pMapContainer->getCurrentTheme();
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}
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quint32 GameCFGWidget::getInitHealth() const
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{
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	return SB_InitHealth->value();
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}
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quint32 GameCFGWidget::getTurnTime() const
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{
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	return SB_TurnTime->value();
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}
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quint32 GameCFGWidget::getSuddenDeathTurns() const
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{
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	return SB_SuddenDeath->value();
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}
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quint32 GameCFGWidget::getCaseProbability() const
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{
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	return SB_CaseProb->value();
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}
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quint32 GameCFGWidget::getTemplateFilter() const
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{
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	return CB_TemplateFilter->itemData(CB_TemplateFilter->currentIndex()).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 " + getCurrentSeed());
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	sl.append(QString("e$gmflags %1").arg(getGameFlags()));
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	sl.append(QString("e$turntime %1").arg(getTurnTime() * 1000));
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	sl.append(QString("e$sd_turns %1").arg(getSuddenDeathTurns()));
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	sl.append(QString("e$casefreq %1").arg(getCaseProbability()));
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	sl.append(QString("e$template_filter %1").arg(getTemplateFilter()));
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	QString currentMap = getCurrentMap();
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	if (currentMap.size() > 0)
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		sl.append("emap " + currentMap);
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	sl.append("etheme " + getCurrentTheme());
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	return sl;
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}
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void GameCFGWidget::setSeed(const QString & seed)
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{
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	pMapContainer->setSeed(seed);
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}
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void GameCFGWidget::setMap(const QString & map)
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{
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	pMapContainer->setMap(map);
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}
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void GameCFGWidget::setTheme(const QString & theme)
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{
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	pMapContainer->setTheme(theme);
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}
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void GameCFGWidget::setInitHealth(int health)
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{
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	SB_InitHealth->setValue(health);
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}
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void GameCFGWidget::setTurnTime(int time)
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{
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	SB_TurnTime->setValue(time);
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}
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void GameCFGWidget::setSuddenDeathTurns(int turns)
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{
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	SB_SuddenDeath->setValue(turns);
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}
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void GameCFGWidget::setCaseProbability(int prob)
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{
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	SB_CaseProb->setValue(prob);
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}
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void GameCFGWidget::setFortsMode(bool value)
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{
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	CB_mode_Forts->setChecked(value);
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}
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void GameCFGWidget::setTeamsDivide(bool value)
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{
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	CB_teamsDivide->setChecked(value);
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}
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void GameCFGWidget::setSolid(bool value)
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{
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	CB_solid->setChecked(value);
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}
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void GameCFGWidget::setBorder(bool value)
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{
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	CB_border->setChecked(value);
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}
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void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
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{
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	if (ammo.size() != cDefaultAmmoStore->size())
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		QMessageBox::critical(this, tr("Error"), tr("Illegal ammo scheme"));
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	int pos = WeaponsName->findText(name);
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	if (pos == -1) {
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		WeaponsName->addItem(name, ammo);
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		WeaponsName->setCurrentIndex(WeaponsName->count() - 1);
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	} else {
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		WeaponsName->setItemData(pos, ammo);
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		WeaponsName->setCurrentIndex(pos);
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	}
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}
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void GameCFGWidget::setTemplateFilter(int filter)
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{
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	CB_TemplateFilter->setCurrentIndex(filter);
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}
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void GameCFGWidget::templateFilterChanged(int filter)
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{
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	pMapContainer->setTemplateFilter(filter);
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	emit newTemplateFilter(filter);
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}
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void GameCFGWidget::ammoChanged(int index)
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{
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	if (index >= 0)
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		emit newWeaponScheme(WeaponsName->itemText(index), WeaponsName->itemData(index).toString());
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}