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* Hedgewars, a free turn based strategy game
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* Copyright (c) 2006-2011 Andrey Korotaev <unC0Rr@gmail.com>
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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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* 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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* 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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#include <QResizeEvent>
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#include <QGridLayout>
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#include <QMessageBox>
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#include <QPushButton>
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#include "gamecfgwidget.h"
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#include "ammoSchemeModel.h"
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GameCFGWidget::GameCFGWidget(QWidget* parent) :
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, seedRegexp("\\{[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}\\}")
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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, 1, 0);
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QGridLayout *GBoxOptionsLayout = new QGridLayout(GBoxOptions);
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GBoxOptions->setTitle(tr("Game Options"));
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GBoxOptionsLayout->addWidget(new QLabel(QLabel::tr("Style"), GBoxOptions), 1, 0);
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Scripts = new QComboBox(GBoxOptions);
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GBoxOptionsLayout->addWidget(Scripts, 1, 1);
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Scripts->addItem("Normal");
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Scripts->insertSeparator(1);
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for (int i = 0; i < scriptList->size(); ++i) {
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QString script = (*scriptList)[i].remove(".lua", Qt::CaseInsensitive);
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QList<QVariant> scriptInfo;
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scriptInfo.push_back(script);
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scriptCfgFile.setFileName(QString("%1/Data/Scripts/Multiplayer/%2.cfg").arg(cfgdir->absolutePath()).arg(script));
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if (!scriptCfgFile.exists()) scriptCfgFile.setFileName(QString("%1/Scripts/Multiplayer/%2.cfg").arg(datadir->absolutePath()).arg(script));
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if (scriptCfgFile.exists() && scriptCfgFile.open(QFile::ReadOnly)) {
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QTextStream input(&scriptCfgFile);
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scheme.replace("_", " ");
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if (weapons.isEmpty())
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weapons.replace("_", " ");
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scriptInfo.push_back(scheme);
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scriptInfo.push_back(weapons);
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scriptCfgFile.close();
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scriptInfo.push_back("locked");
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scriptInfo.push_back("locked");
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Scripts->addItem(script.replace("_", " "), scriptInfo);
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connect(Scripts, SIGNAL(currentIndexChanged(int)), this, SLOT(scriptChanged(int)));
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QWidget *SchemeWidget = new QWidget(GBoxOptions);
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GBoxOptionsLayout->addWidget(SchemeWidget, 2, 0, 1, 2);
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QGridLayout *SchemeWidgetLayout = new QGridLayout(SchemeWidget);
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SchemeWidgetLayout->setMargin(0);
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GameSchemes = new QComboBox(SchemeWidget);
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SchemeWidgetLayout->addWidget(GameSchemes, 0, 2);
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connect(GameSchemes, SIGNAL(currentIndexChanged(int)), this, SLOT(schemeChanged(int)));
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SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Scheme"), SchemeWidget), 0, 0);
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QPixmap pmEdit(":/res/edit.png");
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QPushButton * goToSchemePage = new QPushButton(SchemeWidget);
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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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SchemeWidgetLayout->addWidget(goToSchemePage, 0, 3);
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connect(goToSchemePage, SIGNAL(clicked()), this, SLOT(jumpToSchemes()));
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SchemeWidgetLayout->addWidget(new QLabel(QLabel::tr("Weapons"), SchemeWidget), 1, 0);
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WeaponsName = new QComboBox(SchemeWidget);
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SchemeWidgetLayout->addWidget(WeaponsName, 1, 2);
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connect(WeaponsName, SIGNAL(currentIndexChanged(int)), this, SLOT(ammoChanged(int)));
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QPushButton * goToWeaponPage = new QPushButton(SchemeWidget);
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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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SchemeWidgetLayout->addWidget(goToWeaponPage, 1, 3);
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connect(goToWeaponPage, SIGNAL(clicked()), this, SLOT(jumpToWeapons()));
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bindEntries = new QCheckBox(SchemeWidget);
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bindEntries->setToolTip(tr("When this option is enabled selecting a game scheme will auto-select a weapon"));
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bindEntries->setChecked(true);
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bindEntries->setMaximumWidth(42);
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bindEntries->setStyleSheet( "QCheckBox::indicator:checked { image: url(\":/res/lock.png\"); }"
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"QCheckBox::indicator:unchecked { image: url(\":/res/unlock.png\"); }" );
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SchemeWidgetLayout->addWidget(bindEntries, 0, 1, 0, 1, Qt::AlignVCenter);
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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(mazeSizeChanged(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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connect(pMapContainer, SIGNAL(drawMapRequested()), this, SIGNAL(goToDrawMap()));
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connect(pMapContainer, SIGNAL(drawnMapChanged(const QByteArray &)), this, SLOT(onDrawnMapChanged(const QByteArray &)));
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void GameCFGWidget::jumpToSchemes()
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emit goToSchemes(GameSchemes->currentIndex());
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void GameCFGWidget::jumpToWeapons()
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emit goToWeapons(WeaponsName->currentIndex());
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QVariant GameCFGWidget::schemeData(int column) const
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return GameSchemes->model()->data(GameSchemes->model()->index(GameSchemes->currentIndex(), column));
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quint32 GameCFGWidget::getGameFlags() const
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if (schemeData(1).toBool())
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result |= 0x00001000; // fort
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if (schemeData(2).toBool())
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result |= 0x00000010; // divide teams
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if (schemeData(3).toBool())
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result |= 0x00000004; // solid land
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if (schemeData(4).toBool())
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result |= 0x00000008; // border
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if (schemeData(5).toBool())
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result |= 0x00000020; // low gravity
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if (schemeData(6).toBool())
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result |= 0x00000040; // laser sight
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if (schemeData(7).toBool())
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result |= 0x00000080; // invulnerable
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if (schemeData(8).toBool())
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result |= 0x00000100; // mines
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if (schemeData(9).toBool())
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result |= 0x00000200; // vampirism
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if (schemeData(10).toBool())
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result |= 0x00000400; // karma
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if (schemeData(11).toBool())
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result |= 0x00000800; // artillery
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if (schemeData(12).toBool())
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result |= 0x00002000; // random
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if (schemeData(13).toBool())
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result |= 0x00004000; // king
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if (schemeData(14).toBool())
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result |= 0x00008000; // place hogs
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if (schemeData(15).toBool())
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result |= 0x00010000; // shared ammo
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if (schemeData(16).toBool())
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result |= 0x00020000; // disable girders
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if (schemeData(17).toBool())
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result |= 0x00040000; // disable land obj
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if (schemeData(18).toBool())
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result |= 0x00080000; // ai survival
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if (schemeData(19).toBool())
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result |= 0x00100000; // infinite attacks
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if (schemeData(20).toBool())
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result |= 0x00200000; // reset weaps
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if (schemeData(21).toBool())
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result |= 0x00400000; // per hog ammo
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if (schemeData(22).toBool())
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result |= 0x00800000; // no wind
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if (schemeData(23).toBool())
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result |= 0x01000000; // more wind
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if (schemeData(24).toBool())
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result |= 0x02000000; // tag team
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if (schemeData(25).toBool())
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result |= 0x04000000; // bottom border
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quint32 GameCFGWidget::getInitHealth() const
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return schemeData(28).toInt();
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QByteArray GameCFGWidget::getFullConfig() const
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QList<QByteArray> bcfg;
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int mapgen = pMapContainer->get_mapgen();
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QString currentMap = pMapContainer->getCurrentMap();
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if (currentMap.size() > 0)
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bcfg << QString("emap " + currentMap).toUtf8();
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if(pMapContainer->getCurrentIsMission())
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bcfg << QString("escript Maps/%1/map.lua").arg(currentMap).toUtf8();
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bcfg << QString("etheme " + pMapContainer->getCurrentTheme()).toUtf8();
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if (Scripts->currentIndex() > 0)
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bcfg << QString("escript Scripts/Multiplayer/%1.lua").arg(Scripts->itemData(Scripts->currentIndex()).toList()[0].toString()).toUtf8();
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bcfg << QString("eseed " + pMapContainer->getCurrentSeed()).toUtf8();
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bcfg << QString("e$gmflags %1").arg(getGameFlags()).toUtf8();
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bcfg << QString("e$damagepct %1").arg(schemeData(26).toInt()).toUtf8();
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bcfg << QString("e$turntime %1").arg(schemeData(27).toInt() * 1000).toUtf8();
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bcfg << QString("e$sd_turns %1").arg(schemeData(29).toInt()).toUtf8();
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bcfg << QString("e$casefreq %1").arg(schemeData(30).toInt()).toUtf8();
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bcfg << QString("e$minestime %1").arg(schemeData(31).toInt() * 1000).toUtf8();
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bcfg << QString("e$minesnum %1").arg(schemeData(32).toInt()).toUtf8();
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bcfg << QString("e$minedudpct %1").arg(schemeData(33).toInt()).toUtf8();
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bcfg << QString("e$explosives %1").arg(schemeData(34).toInt()).toUtf8();
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bcfg << QString("e$healthprob %1").arg(schemeData(35).toInt()).toUtf8();
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bcfg << QString("e$hcaseamount %1").arg(schemeData(36).toInt()).toUtf8();
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bcfg << QString("e$waterrise %1").arg(schemeData(37).toInt()).toUtf8();
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bcfg << QString("e$healthdec %1").arg(schemeData(38).toInt()).toUtf8();
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bcfg << QString("e$ropepct %1").arg(schemeData(39).toInt()).toUtf8();
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bcfg << QString("e$getawaytime %1").arg(schemeData(40).toInt()).toUtf8();
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bcfg << QString("e$template_filter %1").arg(pMapContainer->getTemplateFilter()).toUtf8();
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bcfg << QString("e$mapgen %1").arg(mapgen).toUtf8();
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bcfg << QString("e$maze_size %1").arg(pMapContainer->getMazeSize()).toUtf8();
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QByteArray data = pMapContainer->getDrawnMapData();
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while(data.size() > 0)
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QByteArray tmp = data;
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tmp.prepend("edraw ");
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foreach(QByteArray ba, bcfg)
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HWProto::addByteArrayToBuffer(result, ba);
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void GameCFGWidget::setNetAmmo(const QString& name, const QString& ammo)
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bool illegal = ammo.size() != cDefaultAmmoStore->size();
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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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WeaponsName->setItemData(pos, ammo);
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WeaponsName->setCurrentIndex(pos);
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void GameCFGWidget::fullNetConfig()
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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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scriptChanged(Scripts->currentIndex());
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mapgenChanged(pMapContainer->get_mapgen());
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maze_sizeChanged(pMapContainer->getMazeSize());
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// map must be the last
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QString map = pMapContainer->getCurrentMap();
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void GameCFGWidget::setParam(const QString & param, const QStringList & slValue)
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if (slValue.size() == 1)
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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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if (param == "SEED") {
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pMapContainer->setSeed(value);
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if (!seedRegexp.exactMatch(value)) {
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pMapContainer->seedEdit->setVisible(true);
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if (param == "THEME") {
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pMapContainer->setTheme(value);
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if (param == "TEMPLATE") {
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pMapContainer->setTemplateFilter(value.toUInt());
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if (param == "MAPGEN") {
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pMapContainer->setMapgen((MapGenerator)value.toUInt());
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if (param == "MAZE_SIZE") {
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pMapContainer->setMazeSize(value.toUInt());
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if (param == "SCRIPT") {
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Scripts->setCurrentIndex(Scripts->findText(value));
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if (param == "DRAWNMAP") {
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pMapContainer->setDrawnMapData(qUncompress(QByteArray::fromBase64(slValue[0].toLatin1())));
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if (slValue.size() == 2)
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if (param == "AMMO") {
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setNetAmmo(slValue[0], slValue[1]);
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if (slValue.size() == 5)
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if (param == "FULLMAPCONFIG")
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QString seed = slValue[3];
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if (!seedRegexp.exactMatch(seed))
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pMapContainer->seedEdit->setVisible(true);
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pMapContainer->setAllMapParameters(
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(MapGenerator)slValue[1].toUInt(),
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qWarning("Got bad config param from net");
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void GameCFGWidget::ammoChanged(int index)
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QStringList() << WeaponsName->itemText(index) << WeaponsName->itemData(index).toString()
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void GameCFGWidget::mapChanged(const QString & value)
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if(isEnabled() && pMapContainer->getCurrentIsMission())
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Scripts->setEnabled(false);
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Scripts->setCurrentIndex(0);
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if (pMapContainer->getCurrentScheme() == "locked")
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GameSchemes->setEnabled(false);
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GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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GameSchemes->setEnabled(true);
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int num = GameSchemes->findText(pMapContainer->getCurrentScheme());
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GameSchemes->setCurrentIndex(num);
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GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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if (pMapContainer->getCurrentWeapons() == "locked")
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WeaponsName->setEnabled(false);
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WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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WeaponsName->setEnabled(true);
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int num = WeaponsName->findText(pMapContainer->getCurrentWeapons());
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WeaponsName->setCurrentIndex(num);
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WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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if (pMapContainer->getCurrentScheme() != "locked" && pMapContainer->getCurrentWeapons() != "locked")
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bindEntries->setEnabled(true);
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bindEntries->setEnabled(false);
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Scripts->setEnabled(true);
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GameSchemes->setEnabled(true);
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WeaponsName->setEnabled(true);
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bindEntries->setEnabled(true);
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emit paramChanged("MAP", QStringList(value));
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void GameCFGWidget::templateFilterChanged(int value)
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emit paramChanged("TEMPLATE", QStringList(QString::number(value)));
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void GameCFGWidget::seedChanged(const QString & value)
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emit paramChanged("SEED", QStringList(value));
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void GameCFGWidget::themeChanged(const QString & value)
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emit paramChanged("THEME", QStringList(value));
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void GameCFGWidget::schemeChanged(int index)
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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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if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked()) {
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QString schemeName = GameSchemes->itemText(index);
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for (int i = 0; i < WeaponsName->count(); i++) {
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QString weapName = WeaponsName->itemText(i);
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int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
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WeaponsName->setCurrentIndex(i);
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void GameCFGWidget::scriptChanged(int index)
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if(isEnabled() && index > 0)
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QString scheme = Scripts->itemData(Scripts->currentIndex()).toList()[1].toString();
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QString weapons = Scripts->itemData(Scripts->currentIndex()).toList()[2].toString();
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if (scheme == "locked")
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GameSchemes->setEnabled(false);
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GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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GameSchemes->setEnabled(true);
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int num = GameSchemes->findText(scheme);
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GameSchemes->setCurrentIndex(num);
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GameSchemes->setCurrentIndex(GameSchemes->findText("Default"));
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if (weapons == "locked")
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WeaponsName->setEnabled(false);
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WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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WeaponsName->setEnabled(true);
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int num = WeaponsName->findText(weapons);
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WeaponsName->setCurrentIndex(num);
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WeaponsName->setCurrentIndex(WeaponsName->findText("Default"));
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if (scheme != "locked" && weapons != "locked")
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bindEntries->setEnabled(true);
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bindEntries->setEnabled(false);
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GameSchemes->setEnabled(true);
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WeaponsName->setEnabled(true);
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bindEntries->setEnabled(true);
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emit paramChanged("SCRIPT", QStringList(Scripts->itemText(index)));
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void GameCFGWidget::mapgenChanged(MapGenerator m)
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emit paramChanged("MAPGEN", QStringList(QString::number(m)));
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void GameCFGWidget::maze_sizeChanged(int s)
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emit paramChanged("MAZE_SIZE", QStringList(QString::number(s)));
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void GameCFGWidget::resendSchemeData()
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schemeChanged(GameSchemes->currentIndex());
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void GameCFGWidget::onDrawnMapChanged(const QByteArray & data)
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emit paramChanged("DRAWNMAP", QStringList(qCompress(data, 9).toBase64()));