QTfrontend/model/ammoSchemeModel.cpp
author nemo
Wed, 09 Aug 2017 12:46:52 -0400
changeset 12451 48ee3777e42e
parent 12263 41af2274953d
child 12671 1d25f5555c38
permissions -rw-r--r--
trying to eliminate that annoying impact sound for gears that are well under the water and not even exiting it. sheepluva might want to look this over since this is modifying his code and should perhaps be part of the addSplashForGear checks, but hadn't had much luck getting him to examine it past year or so

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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(false)         // bottom border  25
                                << QVariant(100)           // damage modfier 26
                                << QVariant(45)            // turn time      27
                                << QVariant(100)           // init health    28
                                << QVariant(15)            // sudden death   29
                                << QVariant(5)             // case prob      30
                                << QVariant(3)             // mines time     31
                                << QVariant(4)             // mines number   32
                                << QVariant(0)             // mine dud pct   33
                                << QVariant(2)             // explosives     34
                                << QVariant(0)             // air mines      35
                                << QVariant(35)            // health case pct 36
                                << QVariant(25)            // health case amt 37
                                << QVariant(47)            // water rise amt 38
                                << QVariant(5)             // health dec amt 39
                                << QVariant(100)           // rope modfier   40
                                << QVariant(100)           // get away time  41
                                << QVariant(0)             // world edge     42
                                << QVariant()              // scriptparam    43
                                ;

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"
                         << "Timeless"
                         << "Thinking with Portals"
                         << "King Mode"
                         << "Construction Mode"
                         << "HedgeEditor"
                         ;

    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
              << "bottomborder"        // 25
              << "damagefactor"        // 26
              << "turntime"            // 27
              << "health"              // 28
              << "suddendeath"         // 29
              << "caseprobability"     // 30
              << "minestime"           // 31
              << "minesnum"            // 32
              << "minedudpct"          // 33
              << "explosives"          // 34
              << "airmines"            // 35
              << "healthprobability"   // 36
              << "healthcaseamount"    // 37
              << "waterrise"           // 38
              << "healthdecrease"      // 39
              << "ropepct"             // 40
              << "getawaytime"         // 41
              << "worldedge"           // 42
              << "scriptparam"         // scriptparam    43
              ;

    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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(15)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(0)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(0)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(2)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    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(true)         // 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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(30)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(50)            // sudden death   29
            << QVariant(1)             // case prob      30
            << QVariant(0)             // mines time     31
            << QVariant(0)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(0)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(0)             // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(0)             // water rise amt 38
            << QVariant(0)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(45)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(4)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(2)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(30)            // turn time      27
            << QVariant(50)            // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(0)             // case prob      30
            << QVariant(0)             // mines time     31
            << QVariant(200)           // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(0)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(30)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(0)             // case prob      30
            << QVariant(0)             // mines time     31
            << QVariant(0)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(200)           // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(30)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(10)            // mines number   32
            << QVariant(10)            // mine dud pct   33
            << QVariant(10)            // explosives     34
            << QVariant(4)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    QList<QVariant> timeless;
    timeless
            << predefSchemesNames[7]   // 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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(9999)          // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(5)             // mines number   32
            << QVariant(10)            // mine dud pct   33
            << QVariant(2)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(30)            // health case amt 37
            << QVariant(0)             // water rise amt 38
            << QVariant(0)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    QList<QVariant> thinkingportals;
    thinkingportals
            << 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(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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(45)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(2)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(5)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(5)             // explosives     34
            << QVariant(4)             // air mines      35
            << QVariant(25)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

    QList<QVariant> kingmode;
    kingmode
            << 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(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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(45)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(4)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(2)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

	QList<QVariant> construction;
    construction
            << 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(false)          // king           13
            << QVariant(false)         // place hog      14
            << QVariant(false)         // shared ammo    15
            << QVariant(true)         // disable girders 16
            << QVariant(true)         // disable land objects 17
            << QVariant(false)         // AI survival    18
            << QVariant(true)         // 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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(45)            // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(15)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(0)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(0)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(47)            // water rise amt 38
            << QVariant(5)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;

	QList<QVariant> hedgeeditor;
    hedgeeditor
            << predefSchemesNames[11]  // 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(false)         // 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(false)         // bottom border  25
            << QVariant(100)           // damage modfier 26
            << QVariant(9999)          // turn time      27
            << QVariant(100)           // init health    28
            << QVariant(50)            // sudden death   29
            << QVariant(5)             // case prob      30
            << QVariant(3)             // mines time     31
            << QVariant(0)             // mines number   32
            << QVariant(0)             // mine dud pct   33
            << QVariant(0)             // explosives     34
            << QVariant(0)             // air mines      35
            << QVariant(35)            // health case pct 36
            << QVariant(25)            // health case amt 37
            << QVariant(0)            // water rise amt 38
            << QVariant(0)             // health dec amt 39
            << QVariant(100)           // rope modfier   40
            << QVariant(100)           // get away time  41
            << QVariant(0)             // world edge     42
            << QVariant()              // scriptparam    43
            ;
			
 
			
    schemes.append(defaultScheme);
    schemes.append(proMode);
    schemes.append(shoppa);
    schemes.append(cleanslate);
    schemes.append(minefield);
    schemes.append(barrelmayhem);
    schemes.append(tunnelhogs);
    schemes.append(timeless);
    schemes.append(thinkingportals);
    schemes.append(kingmode);
    schemes.append(construction);
    schemes.append(hedgeeditor);


    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 %1").arg(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;
    }

    cfg[cfg.size()-1] = cfg[cfg.size()-1].mid(1);

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

    reset();
}