QTfrontend/ammoSchemeModel.cpp
author sheepluva
Mon, 28 Mar 2011 16:24:42 +0200
changeset 5056 01ab6121fa3f
parent 5026 e83d4552625f
child 5180 a881cd3d3163
permissions -rw-r--r--
Beach-Theme: fix+crop horizon and sky

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2011 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
 */

#include <QDebug>
#include <QModelIndex>

#include "ammoSchemeModel.h"
#include "hwconsts.h"

QList<QVariant> defaultScheme = QList<QVariant>()
        << QVariant("Default")     // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(45)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(4)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(2)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38
        << QVariant(100)           // get away time  39
        ;

AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
    QAbstractTableModel(parent),
    fileConfig(fileName, QSettings::IniFormat)
{
    predefSchemesNames = QStringList()
        << "Default"
        << "Pro Mode"
        << "Shoppa"
        << "Clean Slate"
        << "Minefield"
        << "Barrel Mayhem"
        << "Tunnel Hogs"
        << "Fort Mode"
        << "Timeless"
        << "Thinking with Portals"
        << "King Mode"
        ;

    numberOfDefaultSchemes = predefSchemesNames.size();

    spNames = QStringList()
        << "name"             //  0
        << "fortsmode"        //  1
        << "divteams"         //  2
        << "solidland"        //  3
        << "border"           //  4
        << "lowgrav"          //  5
        << "laser"            //  6
        << "invulnerability"  //  7
        << "resethealth"      //  8
        << "vampiric"         //  9
        << "karma"            // 10
        << "artillery"        // 11
        << "randomorder"      // 12
        << "king"             // 13
        << "placehog"         // 14
        << "sharedammo"       // 15
        << "disablegirders"   // 16
        << "disablelandobjects" // 17
        << "aisurvival"       // 18
        << "infattack"        // 19
        << "resetweps"        // 20
        << "perhogammo"       // 21
        << "disablewind"      // 22
        << "morewind"         // 23
        << "tagteam"          // 24
        << "damagefactor"     // 25
        << "turntime"         // 26
        << "health"           // 27
        << "suddendeath"      // 28
        << "caseprobability"  // 29
        << "minestime"        // 30
        << "minesnum"         // 31
        << "minedudpct"       // 32
        << "explosives"       // 33
        << "healthprobability" // 34
        << "healthcaseamount" // 35
        << "waterrise"        // 36
        << "healthdecrease"   // 37
        << "ropepct"          // 38 
        << "getawaytime"      // 39 
        ;

    QList<QVariant> proMode;
    proMode
        << predefSchemesNames[1]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(15)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(0)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(0)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(2)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38 
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> shoppa;
    shoppa
        << predefSchemesNames[2]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(true)          // solid land     3
        << QVariant(true)          // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(true)          // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(30)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(50)            // sudden death   28
        << QVariant(1)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(0)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(0)             // explosives     33
        << QVariant(0)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38 
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> cleanslate;
    cleanslate
        << predefSchemesNames[3]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(true)          // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(true)          // inf. attack    19
        << QVariant(true)          // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(45)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(4)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(2)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38  
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> minefield;
    minefield
        << predefSchemesNames[4]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(30)            // turn time      26
        << QVariant(50)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(0)             // case prob      29
        << QVariant(0)             // mines time     30
        << QVariant(80)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(0)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38   
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> barrelmayhem;
    barrelmayhem
        << predefSchemesNames[5]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(30)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(0)             // case prob      29
        << QVariant(0)             // mines time     30
        << QVariant(0)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(80)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38    
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> tunnelhogs;
    tunnelhogs
        << predefSchemesNames[6]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(true)          // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(true)          // shared ammo    15
        << QVariant(true)          // disable girders 16
        << QVariant(true)          // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(30)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(10)             // mines number   31
        << QVariant(10)             // mine dud pct   32
        << QVariant(10)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38     
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> forts;
    forts
        << predefSchemesNames[7]   // name           0
        << QVariant(true)          // fortsmode      1
        << QVariant(true)          // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(true)          // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(45)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(0)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(0)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38      
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> timeless;
    timeless
        << predefSchemesNames[8]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(true)          // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(9999)          // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(5)             // mines number   31
        << QVariant(10)             // mine dud pct   32
        << QVariant(2)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(30)            // health case amt 35
        << QVariant(0)            // water rise amt 36
        << QVariant(0)             // health dec amt 37
        << QVariant(100)           // rope modfier   38 
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> thinkingportals;
    thinkingportals
        << predefSchemesNames[9]   // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(true)          // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(false)         // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(45)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(2)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(5)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(5)             // explosives     33
        << QVariant(25)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38  
        << QVariant(100)           // get away time  39 
        ;

    QList<QVariant> kingmode;
    kingmode
        << predefSchemesNames[10]  // name           0
        << QVariant(false)         // fortsmode      1
        << QVariant(false)         // team divide    2
        << QVariant(false)         // solid land     3
        << QVariant(false)         // border         4
        << QVariant(false)         // low gravity    5
        << QVariant(false)         // laser sight    6
        << QVariant(false)         // invulnerable   7
        << QVariant(false)         // reset health   8
        << QVariant(false)         // vampiric       9
        << QVariant(false)         // karma          10
        << QVariant(false)         // artillery      11
        << QVariant(true)          // random order   12
        << QVariant(true)          // king           13
        << QVariant(false)         // place hog      14
        << QVariant(false)         // shared ammo    15
        << QVariant(false)         // disable girders 16
        << QVariant(false)         // disable land objects 17
        << QVariant(false)         // AI survival    18
        << QVariant(false)         // inf. attack    19
        << QVariant(false)         // reset weps     20
        << QVariant(false)         // per hog ammo   21
        << QVariant(false)         // no wind        22
        << QVariant(false)         // more wind      23
        << QVariant(false)         // tag team       24
        << QVariant(100)           // damage modfier 25
        << QVariant(45)            // turn time      26
        << QVariant(100)           // init health    27
        << QVariant(15)            // sudden death   28
        << QVariant(5)             // case prob      29
        << QVariant(3)             // mines time     30
        << QVariant(4)             // mines number   31
        << QVariant(0)             // mine dud pct   32
        << QVariant(2)             // explosives     33
        << QVariant(35)            // health case pct 34
        << QVariant(25)            // health case amt 35
        << QVariant(47)            // water rise amt 36
        << QVariant(5)             // health dec amt 37
        << QVariant(100)           // rope modfier   38 
        << QVariant(100)           // get away time  39 
        ;


    schemes.append(defaultScheme);
    schemes.append(proMode);
    schemes.append(shoppa);
    schemes.append(cleanslate);
    schemes.append(minefield);
    schemes.append(barrelmayhem);
    schemes.append(tunnelhogs);
    schemes.append(forts);
    schemes.append(timeless);
    schemes.append(thinkingportals);
    schemes.append(kingmode);


    int size = fileConfig.beginReadArray("schemes");
    for (int i = 0; i < size; ++i) {
        fileConfig.setArrayIndex(i);

        if (!predefSchemesNames.contains(fileConfig.value(spNames[0]).toString()))
        {
            QList<QVariant> scheme;

            for (int k = 0; k < spNames.size(); ++k)
                scheme << fileConfig.value(spNames[k], defaultScheme[k]);

            schemes.append(scheme);
        }
    }
    fileConfig.endArray();
}

QVariant AmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
    Q_UNUSED(section);
    Q_UNUSED(orientation);
    Q_UNUSED(role);

    return QVariant();
}

int AmmoSchemeModel::rowCount(const QModelIndex &parent) const
{
    if (parent.isValid())
        return 0;
    else
        return schemes.size();
}

int AmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return defaultScheme.size();
}

Qt::ItemFlags AmmoSchemeModel::flags(const QModelIndex & index) const
{
    Q_UNUSED(index);

    return
        Qt::ItemIsEnabled
        | Qt::ItemIsSelectable
        | Qt::ItemIsEditable;
}

bool AmmoSchemeModel::setData(const QModelIndex & index, const QVariant & value, int role)
{
    if (!index.isValid() || index.row() < numberOfDefaultSchemes
        || index.row() >= schemes.size()
        || index.column() >= defaultScheme.size()
        || role != Qt::EditRole)
        return false;

    schemes[index.row()][index.column()] = value;

    emit dataChanged(index, index);
    return true;
}

bool AmmoSchemeModel::insertRows(int row, int count, const QModelIndex & parent)
{
    Q_UNUSED(count);

    beginInsertRows(parent, schemes.size(), schemes.size());

    if (row == -1)
    {
        QList<QVariant> newScheme = defaultScheme;
        newScheme[0] = QVariant(tr("new"));
        schemes.insert(schemes.size(), newScheme);
    }
    else
    {
        QList<QVariant> newScheme = schemes[row];
        newScheme[0] = QVariant(tr("copy of") + " " + newScheme[0].toString());
        schemes.insert(schemes.size(), newScheme);
    }

    endInsertRows();

    return true;
}

bool AmmoSchemeModel::removeRows(int row, int count, const QModelIndex & parent)
{
    if(count != 1
        || row < numberOfDefaultSchemes
        || row >= schemes.size())
        return false;

    beginRemoveRows(parent, row, row);

    schemes.removeAt(row);

    endRemoveRows();

    return true;
}

QVariant AmmoSchemeModel::data(const QModelIndex &index, int role) const
{
    if (!index.isValid() || index.row() < 0
        || index.row() >= schemes.size()
        || index.column() >= defaultScheme.size()
        || (role != Qt::EditRole && role != Qt::DisplayRole)
        )
        return QVariant();

    return schemes[index.row()][index.column()];
}

void AmmoSchemeModel::Save()
{
    fileConfig.beginWriteArray("schemes", schemes.size() - numberOfDefaultSchemes);

    for (int i = 0; i < schemes.size() - numberOfDefaultSchemes; ++i) {
        fileConfig.setArrayIndex(i);

        QList<QVariant> scheme = schemes[i + numberOfDefaultSchemes];

        for (int k = 0; k < scheme.size(); ++k)
            fileConfig.setValue(spNames[k], scheme[k]);
    }
    fileConfig.endArray();
}


NetAmmoSchemeModel::NetAmmoSchemeModel(QObject * parent) :
    QAbstractTableModel(parent)
{
    netScheme = defaultScheme;
}

QVariant NetAmmoSchemeModel::headerData(int section, Qt::Orientation orientation, int role) const
{
    Q_UNUSED(section);
    Q_UNUSED(orientation);
    Q_UNUSED(role);

    return QVariant();
}

int NetAmmoSchemeModel::rowCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return 1;
}

int NetAmmoSchemeModel::columnCount(const QModelIndex & parent) const
{
    if (parent.isValid())
        return 0;
    else
        return defaultScheme.size();
}

QVariant NetAmmoSchemeModel::data(const QModelIndex &index, int role) const
{
    if (!index.isValid() || index.row() < 0
        || index.row() > 1
        || index.column() >= defaultScheme.size()
        || (role != Qt::EditRole && role != Qt::DisplayRole)
        )
        return QVariant();

    return netScheme[index.column()];
}

void NetAmmoSchemeModel::setNetSchemeConfig(QStringList & cfg)
{
    if(cfg.size() != netScheme.size())
    {
        qWarning("Incorrect scheme cfg size");
        return;
    }

    for(int i = 0; i < cfg.size(); ++i)
        netScheme[i] = QVariant(cfg[i]);

    reset();
}