QTfrontend/model/ammoSchemeModel.cpp
author koda
Sun, 29 Jan 2012 18:52:01 +0100
changeset 6613 c7bf3b7c49dd
parent 6061 15b4b485a1c5
child 6616 f77bb02b669f
permissions -rw-r--r--
disabling the discovery of SDL13+ on desktop. SDL13 has become SDL2 with a completely different ABI and will require a new FindSDL2 module for Cmake to be found; for current sdl development installations, hedgewars will either use the compatibility layer (present in sdl1.3 but not in sdl2) or just fail to build (in case sdl2 is installed but sdl1.2.* is not). whew

/*
 * 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(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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

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

    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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(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(3)             // mines time     31
        << QVariant(0)             // mines number   32
        << QVariant(0)             // mine dud pct   33
        << QVariant(0)             // explosives     34
        << QVariant(0)             // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(80)            // mines number   32
        << QVariant(0)             // mine dud pct   33
        << QVariant(0)             // explosives     34
        << QVariant(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(80)            // explosives     34
        << QVariant(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(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(35)            // health case pct 35
        << QVariant(30)            // health case amt 36
        << QVariant(0)             // water rise amt 37
        << QVariant(0)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(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(25)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;

    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(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(35)            // health case pct 35
        << QVariant(25)            // health case amt 36
        << QVariant(47)            // water rise amt 37
        << QVariant(5)             // health dec amt 38
        << QVariant(100)           // rope modfier   39
        << QVariant(100)           // get away time  40
        ;


    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();
}