Esempio n. 1
0
void GameCFGWidget::schemeChanged(int index)
{
    QStringList sl;

    int size = GameSchemes->model()->columnCount();
    for(int i = 0; i < size; ++i)
        sl << schemeData(i).toString();

    if (sl.size() >= 42)
    {
        sl[sl.size()-1].prepend('!');
        emit paramChanged("SCHEME", sl);  // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.
    }

    if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
    {
        QString schemeName = GameSchemes->itemText(index);
        for (int i = 0; i < WeaponsName->count(); i++)
        {
            QString weapName = WeaponsName->itemText(i);
            int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
            if (0 == res)
            {
                WeaponsName->setCurrentIndex(i);
                emit ammoChanged(i);
                break;
            }
        }
    }
    pMapContainer->setScript(Scripts->itemData(Scripts->currentIndex(), GameStyleModel::ScriptRole).toString().toUtf8(), schemeData(43).toString());
}
Esempio n. 2
0
void GameCFGWidget::schemeChanged(int index)
{
    QStringList sl;

    int size = GameSchemes->model()->columnCount();
    for(int i = 0; i < size; ++i)
        sl << schemeData(i).toString();

    if (sl.size()!=1) emit paramChanged("SCHEME", sl);  // this is a stupid hack for the fact that SCHEME is being sent once, empty. Still need to find out why.

    if (isEnabled() && bindEntries->isEnabled() && bindEntries->isChecked())
    {
        QString schemeName = GameSchemes->itemText(index);
        for (int i = 0; i < WeaponsName->count(); i++)
        {
            QString weapName = WeaponsName->itemText(i);
            int res = QString::compare(weapName, schemeName, Qt::CaseSensitive);
            if (0 == res)
            {
                WeaponsName->setCurrentIndex(i);
                emit ammoChanged(i);
                break;
            }
        }
    }
}
Esempio n. 3
0
void GameCFGWidget::fullNetConfig()
{
    ammoChanged(WeaponsName->currentIndex());

    seedChanged(pMapContainer->getCurrentSeed());
    templateFilterChanged(pMapContainer->getTemplateFilter());

    QString t = pMapContainer->getCurrentTheme();
    if(!t.isEmpty())
        themeChanged(t);

    schemeChanged(GameSchemes->currentIndex());
    scriptChanged(Scripts->currentIndex());

    mapgenChanged(pMapContainer->get_mapgen());
    maze_sizeChanged(pMapContainer->getMazeSize());
    slMapFeatureSizeChanged(pMapContainer->getFeatureSize());

    if(pMapContainer->get_mapgen() == 2)
        onDrawnMapChanged(pMapContainer->getDrawnMapData());

    // map must be the last
    QString map = pMapContainer->getCurrentMap();
    if (map.size())
        mapChanged(map);
}
Esempio n. 4
0
void GameCFGWidget::fullNetConfig()
{
    ammoChanged(WeaponsName->currentIndex());

    seedChanged(pMapContainer->getCurrentSeed());
    templateFilterChanged(pMapContainer->getTemplateFilter());
    themeChanged(pMapContainer->getCurrentTheme());

    schemeChanged(GameSchemes->currentIndex());
    scriptChanged(Scripts->currentIndex());

    mapgenChanged(pMapContainer->get_mapgen());
    maze_sizeChanged(pMapContainer->getMazeSize());

    // map must be the last
    QString map = pMapContainer->getCurrentMap();
    if (map.size())
        mapChanged(map);
}