QTfrontend/gamecfgwidget.cpp
author nemo
Thu, 01 Jul 2010 23:41:10 -0400
changeset 3608 c509bbc779e7
parent 3293 3e3a819d5b48
child 3697 d5b30d6373fc
permissions -rw-r--r--
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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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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    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 |= 0x01;
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    if (schemeData(2).toBool())
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        result |= 0x10;
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    if (schemeData(3).toBool())
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        result |= 0x04;
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    if (schemeData(4).toBool())
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        result |= 0x08;
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    if (schemeData(5).toBool())
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        result |= 0x20;
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    if (schemeData(6).toBool())
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        result |= 0x40;
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    if (schemeData(7).toBool())
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        result |= 0x80;
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    if (schemeData(8).toBool())
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        result |= 0x100;
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    if (schemeData(9).toBool())
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        result |= 0x200;
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    if (schemeData(10).toBool())
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        result |= 0x400;
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    if (schemeData(11).toBool())
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        result |= 0x800;
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    if (schemeData(12).toBool())
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        result |= 0x2000;
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    if (schemeData(13).toBool())
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        result |= 0x4000;
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    if (schemeData(14).toBool())
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        result |= 0x8000;
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    if (schemeData(15).toBool())
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        result |= 0x10000;
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    if (schemeData(16).toBool())
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        result |= 0x20000;
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    if (schemeData(17).toBool())
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        result |= 0x80000;
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    return result;
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}
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quint32 GameCFGWidget::getInitHealth() const
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{
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    return schemeData(20).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 " + 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(18).toInt()));
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    sl.append(QString("e$turntime %1").arg(schemeData(19).toInt() * 1000));
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    sl.append(QString("e$minestime %1").arg(schemeData(23).toInt() * 1000));
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    sl.append(QString("e$landadds %1").arg(schemeData(24).toInt()));
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    sl.append(QString("e$sd_turns %1").arg(schemeData(21).toInt()));
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    sl.append(QString("e$casefreq %1").arg(schemeData(22).toInt()));
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    sl.append(QString("e$minedudpct %1").arg(schemeData(25).toInt()));
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    sl.append(QString("e$explosives %1").arg(schemeData(26).toInt()));
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    sl.append(QString("e$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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    QString currentMap = pMapContainer->getCurrentMap();
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    if (currentMap.size() > 0)
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    {
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        sl.append("emap " + currentMap);
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        if(pMapContainer->getCurrentIsMission())
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            sl.append(QString("escript %1/Maps/%2/map.lua")
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                .arg(datadir->absolutePath())
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                .arg(currentMap));
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    }
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    sl.append("etheme " + pMapContainer->getCurrentTheme());
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    return sl;
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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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    bool illegal = ammo.size() != cDefaultAmmoStore->size();
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    if (illegal)
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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) || 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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    } 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::fullNetConfig()
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{
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    ammoChanged(WeaponsName->currentIndex());
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    seedChanged(pMapContainer->getCurrentSeed());
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    templateFilterChanged(pMapContainer->getTemplateFilter());
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    themeChanged(pMapContainer->getCurrentTheme());
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    schemeChanged(GameSchemes->currentIndex());
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    mapgenChanged(pMapContainer->get_mapgen());
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    maze_sizeChanged(pMapContainer->get_maze_size());
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    // map must be the last
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    QString map = pMapContainer->getCurrentMap();
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    if (map.size())
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        mapChanged(map);
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}
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void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
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{
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    if (slValue.size() == 1)
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    {
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        QString value = slValue[0];
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        if (param == "MAP") {
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            pMapContainer->setMap(value);
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            return;
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        }
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        if (param == "SEED") {
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            pMapContainer->setSeed(value);
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            return;
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        }
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        if (param == "THEME") {
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            pMapContainer->setTheme(value);
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            return;
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        }
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        if (param == "TEMPLATE") {
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            pMapContainer->setTemplateFilter(value.toUInt());
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            return;
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        }
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        if (param == "MAPGEN") {
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            pMapContainer->setMapgen((MapGenerator)value.toUInt());
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            return;
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        }
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        if (param == "MAZE_SIZE") {
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            pMapContainer->setMaze_size(value.toUInt());
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            return;
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        }
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    }
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    if (slValue.size() == 2)
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    {
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        if (param == "AMMO") {
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            setNetAmmo(slValue[0], slValue[1]);
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            return;
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        }
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    }
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    qWarning("Got bad config param from net");
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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 paramChanged(
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            "AMMO",
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            QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
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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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        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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    }
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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 value)
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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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}
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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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}