QTfrontend/ammoSchemeModel.cpp
changeset 2023 41d3afaa20c7
parent 2017 7845c77c8d31
child 2031 b6f3e56fb100
equal deleted inserted replaced
2022:9bbf8af42ace 2023:41d3afaa20c7
    32 		<< QVariant(false)         // laser sight    6
    32 		<< QVariant(false)         // laser sight    6
    33 		<< QVariant(false)         // invulnerable   7
    33 		<< QVariant(false)         // invulnerable   7
    34 		<< QVariant(true)          // add mines      8
    34 		<< QVariant(true)          // add mines      8
    35 		<< QVariant(false)         // vampiric       9
    35 		<< QVariant(false)         // vampiric       9
    36 		<< QVariant(false)         // karma          10
    36 		<< QVariant(false)         // karma          10
    37 		<< QVariant(100)           // damage modfier 11
    37 		<< QVariant(false)         // artillery      11
    38 		<< QVariant(45)            // turn time      12
    38 		<< QVariant(100)           // damage modfier 12
    39 		<< QVariant(100)           // init health    13
    39 		<< QVariant(45)            // turn time      13
    40 		<< QVariant(15)            // sudden death   14
    40 		<< QVariant(100)           // init health    14
    41 		<< QVariant(5)             // case prob      15
    41 		<< QVariant(15)            // sudden death   15
       
    42 		<< QVariant(5)             // case prob      16
    42 		;
    43 		;
    43 
    44 
    44 AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
    45 AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
    45 	QAbstractTableModel(parent),
    46 	QAbstractTableModel(parent),
    46 	numberOfDefaultSchemes(4),
    47 	numberOfDefaultSchemes(4),
    63 		<< "laser"            //  6
    64 		<< "laser"            //  6
    64 		<< "invulnerability"  //  7
    65 		<< "invulnerability"  //  7
    65 		<< "mines"            //  8
    66 		<< "mines"            //  8
    66 		<< "vampiric"         //  9
    67 		<< "vampiric"         //  9
    67 		<< "karma"            // 10
    68 		<< "karma"            // 10
    68 		<< "damagefactor"     // 11
    69 		<< "artillery"        // 11
    69 		<< "turntime"         // 12
    70 		<< "damagefactor"     // 12
    70 		<< "health"           // 13
    71 		<< "turntime"         // 13
    71 		<< "suddendeath"      // 14
    72 		<< "health"           // 14
    72 		<< "caseprobability"  // 15
    73 		<< "suddendeath"      // 15
       
    74 		<< "caseprobability"  // 16
    73 		;
    75 		;
    74 
    76 
    75 	QList<QVariant> proMode;
    77 	QList<QVariant> proMode;
    76 	proMode
    78 	proMode
    77 		<< predefSchemesNames[1]   // name           0
    79 		<< predefSchemesNames[1]   // name           0
    83 		<< QVariant(false)         // laser sight    6
    85 		<< QVariant(false)         // laser sight    6
    84 		<< QVariant(false)         // invulnerable   7
    86 		<< QVariant(false)         // invulnerable   7
    85 		<< QVariant(false)         // add mines      8
    87 		<< QVariant(false)         // add mines      8
    86 		<< QVariant(false)         // vampiric       9
    88 		<< QVariant(false)         // vampiric       9
    87 		<< QVariant(false)         // karma          10
    89 		<< QVariant(false)         // karma          10
    88 		<< QVariant(100)           // damage modfier 11
    90 		<< QVariant(false)         // artillery      11
    89 		<< QVariant(15)            // turn time      12
    91 		<< QVariant(100)           // damage modfier 12
    90 		<< QVariant(100)           // init health    13
    92 		<< QVariant(15)            // turn time      13
    91 		<< QVariant(15)            // sudden death   14
    93 		<< QVariant(100)           // init health    14
    92 		<< QVariant(0)             // case prob      15
    94 		<< QVariant(15)            // sudden death   15
       
    95 		<< QVariant(0)             // case prob      16
    93 		;
    96 		;
    94 
    97 
    95 	QList<QVariant> shoppa;
    98 	QList<QVariant> shoppa;
    96 	shoppa
    99 	shoppa
    97 		<< predefSchemesNames[2]   // name           0
   100 		<< predefSchemesNames[2]   // name           0
   103 		<< QVariant(false)         // laser sight    6
   106 		<< QVariant(false)         // laser sight    6
   104 		<< QVariant(false)         // invulnerable   7
   107 		<< QVariant(false)         // invulnerable   7
   105 		<< QVariant(false)         // add mines      8
   108 		<< QVariant(false)         // add mines      8
   106 		<< QVariant(false)         // vampiric       9
   109 		<< QVariant(false)         // vampiric       9
   107 		<< QVariant(false)         // karma          10
   110 		<< QVariant(false)         // karma          10
   108 		<< QVariant(100)           // damage modfier 11
   111 		<< QVariant(false)         // artillery      11
   109 		<< QVariant(30)            // turn time      12
   112 		<< QVariant(100)           // damage modfier 12
   110 		<< QVariant(100)           // init health    13
   113 		<< QVariant(30)            // turn time      13
   111 		<< QVariant(50)            // sudden death   14
   114 		<< QVariant(100)           // init health    14
   112 		<< QVariant(1)             // case prob      15
   115 		<< QVariant(50)            // sudden death   15
       
   116 		<< QVariant(1)             // case prob      16
   113 		;
   117 		;
   114 
   118 
   115 	QList<QVariant> basketball;
   119 	QList<QVariant> basketball;
   116 	basketball
   120 	basketball
   117 		<< predefSchemesNames[3]   // name           0
   121 		<< predefSchemesNames[3]   // name           0
   123 		<< QVariant(false)         // laser sight    6
   127 		<< QVariant(false)         // laser sight    6
   124 		<< QVariant(true)          // invulnerable   7
   128 		<< QVariant(true)          // invulnerable   7
   125 		<< QVariant(false)         // add mines      8
   129 		<< QVariant(false)         // add mines      8
   126 		<< QVariant(false)         // vampiric       9
   130 		<< QVariant(false)         // vampiric       9
   127 		<< QVariant(false)         // karma          10
   131 		<< QVariant(false)         // karma          10
   128 		<< QVariant(100)           // damage modfier 11
   132 		<< QVariant(false)         // artillery      11
   129 		<< QVariant(30)            // turn time      12
   133 		<< QVariant(100)           // damage modfier 12
   130 		<< QVariant(100)           // init health    13
   134 		<< QVariant(30)            // turn time      13
   131 		<< QVariant(15)            // sudden death   14
   135 		<< QVariant(100)           // init health    14
   132 		<< QVariant(0)             // case prob      15
   136 		<< QVariant(15)            // sudden death   15
       
   137 		<< QVariant(0)             // case prob      16
   133 		;
   138 		;
   134 
   139 
   135 	schemes.append(defaultScheme);
   140 	schemes.append(defaultScheme);
   136 	schemes.append(proMode);
   141 	schemes.append(proMode);
   137 	schemes.append(shoppa);
   142 	schemes.append(shoppa);