Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
There is probably some better way to do this. Weapons still need fixing.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2010 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(true) // add mines 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(100) // damage modfier 22
<< QVariant(45) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(5) // case prob 26
<< QVariant(3) // mines time 27
<< QVariant(4) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(2) // explosives 30
;
AmmoSchemeModel::AmmoSchemeModel(QObject* parent, const QString & fileName) :
QAbstractTableModel(parent),
fileConfig(fileName, QSettings::IniFormat)
{
QStringList predefSchemesNames;
predefSchemesNames
<< "Default"
<< "Pro Mode"
<< "Shoppa"
<< "Basketball"
<< "Minefield"
<< "Barrel Mayhem"
<< "Tunnel Hogs";
numberOfDefaultSchemes = predefSchemesNames.size();
spNames = QStringList()
<< "name" // 0
<< "fortsmode" // 1
<< "divteams" // 2
<< "solidland" // 3
<< "border" // 4
<< "lowgrav" // 5
<< "laser" // 6
<< "invulnerability" // 7
<< "mines" // 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
<< "damagefactor" // 22
<< "turntime" // 23
<< "health" // 24
<< "suddendeath" // 25
<< "caseprobability" // 26
<< "minestime" // 27
<< "landadds" // 28
<< "minedudpct" // 29
<< "explosives" // 30
;
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) // add mines 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(100) // damage modfier 22
<< QVariant(15) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(0) // case prob 26
<< QVariant(3) // mines time 27
<< QVariant(4) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(2) // explosives 30
;
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) // add mines 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(100) // damage modfier 22
<< QVariant(30) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(50) // sudden death 25
<< QVariant(1) // case prob 26
<< QVariant(3) // mines time 27
<< QVariant(4) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(0) // explosives 30
;
QList<QVariant> basketball;
basketball
<< predefSchemesNames[3] // name 0
<< QVariant(false) // fortsmode 1
<< QVariant(false) // team divide 2
<< QVariant(true) // solid land 3
<< QVariant(true) // border 4
<< QVariant(true) // low gravity 5
<< QVariant(false) // laser sight 6
<< QVariant(true) // invulnerable 7
<< QVariant(false) // add mines 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(100) // damage modfier 22
<< QVariant(30) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(0) // case prob 26
<< QVariant(3) // mines time 27
<< QVariant(4) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(0) // explosives 30
;
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(true) // add mines 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(150) // damage modfier 22
<< QVariant(30) // turn time 23
<< QVariant(50) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(0) // case prob 26
<< QVariant(0) // mines time 27
<< QVariant(80) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(0) // explosives 30
;
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) // add mines 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(100) // damage modfier 22
<< QVariant(30) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(0) // case prob 26
<< QVariant(0) // mines time 27
<< QVariant(0) // landadds 28
<< QVariant(0) // mine dud pct 29
<< QVariant(80) // explosives 30
;
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(true) // add mines 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(100) // damage modfier 22
<< QVariant(30) // turn time 23
<< QVariant(100) // init health 24
<< QVariant(15) // sudden death 25
<< QVariant(5) // case prob 26
<< QVariant(3) // mines time 27
<< QVariant(10) // landadds 28
<< QVariant(10) // mine dud pct 29
<< QVariant(10) // explosives 30
;
schemes.append(defaultScheme);
schemes.append(proMode);
schemes.append(shoppa);
schemes.append(basketball);
schemes.append(minefield);
schemes.append(barrelmayhem);
schemes.append(tunnelhogs);
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
{
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
{
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)
{
beginInsertRows(parent, row, row);
QList<QVariant> newScheme = defaultScheme;
newScheme[0] = QVariant(tr("new"));
schemes.insert(row, 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
{
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();
}