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.
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2010 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
*/
#ifndef GAMECONFIGWIDGET_H
#define GAMECONFIGWIDGET_H
#include <QWidget>
#include <QStringList>
#include <QGroupBox>
#include <QSpinBox>
#include "mapContainer.h"
class QCheckBox;
class QVBoxLayout;
class QLabel;
class QTableView;
class GameCFGWidget : public QGroupBox
{
Q_OBJECT
public:
GameCFGWidget(QWidget* parent, bool externalControl=false);
quint32 getGameFlags() const;
quint32 getInitHealth() const;
QStringList getFullConfig() const;
QComboBox * GameSchemes;
QComboBox * WeaponsName;
HWMapContainer* pMapContainer;
QTableView * tv;
public slots:
void setParam(const QString & param, const QStringList & value);
void fullNetConfig();
void resendSchemeData();
signals:
void paramChanged(const QString & param, const QStringList & value);
void goToSchemes();
void goToWeapons(const QString & name);
private slots:
void ammoChanged(int index);
void mapChanged(const QString &);
void templateFilterChanged(int);
void seedChanged(const QString &);
void themeChanged(const QString &);
void schemeChanged(int);
void jumpToWeapons();
void mapgenChanged(MapGenerator m);
void maze_sizeChanged(int s);
private:
QGridLayout mainLayout;
QString curNetAmmoName;
QString curNetAmmo;
void setNetAmmo(const QString& name, const QString& ammo);
QVariant schemeData(int column) const;
};
#endif // GAMECONFIGWIDGET_H