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vcmi/mapeditor/playerparams.cpp

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2022-10-12 23:51:55 +02:00
/*
* playerparams.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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#include "StdInc.h"
#include "playerparams.h"
#include "ui_playerparams.h"
#include "../lib/CTownHandler.h"
PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) :
QWidget(parent),
ui(new Ui::PlayerParams),
controller(ctrl)
{
ui->setupUi(this);
playerColor = playerId;
assert(controller.map()->players.size() > playerColor);
playerInfo = controller.map()->players[playerColor];
//load factions
for(auto idx : VLC->townh->getAllowedFactions())
{
CFaction * faction = VLC->townh->objects.at(idx);
auto * item = new QListWidgetItem(QString::fromStdString(faction->getNameTranslated()));
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item->setData(Qt::UserRole, QVariant::fromValue(idx));
item->setFlags(item->flags() | Qt::ItemIsUserCheckable);
ui->allowedFactions->addItem(item);
if(playerInfo.allowedFactions.count(idx))
item->setCheckState(Qt::Checked);
else
item->setCheckState(Qt::Unchecked);
}
QObject::connect(ui->allowedFactions, SIGNAL(itemChanged(QListWidgetItem*)),
this, SLOT(allowedFactionsCheck(QListWidgetItem*)));
//load checks
bool canHumanPlay = playerInfo.canHumanPlay; //need variable to restore after signal received
playerInfo.canComputerPlay = true; //computer always can play
ui->radioCpu->setChecked(true);
if(canHumanPlay)
ui->radioHuman->setChecked(true);
if(playerInfo.isFactionRandom)
ui->randomFaction->setChecked(true);
if(playerInfo.generateHeroAtMainTown)
ui->generateHero->setChecked(true);
//load towns
int foundMainTown = -1;
for(int i = 0, townIndex = 0; i < controller.map()->objects.size(); ++i)
{
if(auto town = dynamic_cast<CGTownInstance*>(controller.map()->objects[i].get()))
{
auto * ctown = town->town;
if(!ctown)
{
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ctown = VLC->townh->randomTown;
town->town = ctown;
}
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if(ctown && town->getOwner().getNum() == playerColor)
{
if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
foundMainTown = townIndex;
const auto name = ctown->faction ? town->getObjectName() : town->getNameTranslated() + ", (random)";
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ui->mainTown->addItem(tr(name.c_str()), QVariant::fromValue(i));
++townIndex;
}
}
}
if(foundMainTown > -1)
{
ui->mainTown->setCurrentIndex(foundMainTown + 1);
}
else
{
ui->generateHero->setEnabled(false);
playerInfo.hasMainTown = false;
playerInfo.generateHeroAtMainTown = false;
playerInfo.posOfMainTown = int3(-1, -1, -1);
}
ui->playerColor->setTitle(tr("Player ID: %1").arg(playerId));
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show();
}
PlayerParams::~PlayerParams()
{
delete ui;
}
void PlayerParams::on_radioHuman_toggled(bool checked)
{
if(checked)
playerInfo.canHumanPlay = true;
}
void PlayerParams::on_radioCpu_toggled(bool checked)
{
if(checked)
playerInfo.canHumanPlay = false;
}
void PlayerParams::on_generateHero_stateChanged(int arg1)
{
playerInfo.generateHeroAtMainTown = ui->generateHero->isChecked();
}
void PlayerParams::on_randomFaction_stateChanged(int arg1)
{
playerInfo.isFactionRandom = ui->randomFaction->isChecked();
}
void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
{
if(item->checkState() == Qt::Checked)
playerInfo.allowedFactions.insert(item->data(Qt::UserRole).toInt());
else
playerInfo.allowedFactions.erase(item->data(Qt::UserRole).toInt());
}
void PlayerParams::on_mainTown_activated(int index)
{
if(index == 0) //default
{
ui->generateHero->setEnabled(false);
ui->generateHero->setChecked(false);
playerInfo.hasMainTown = false;
playerInfo.posOfMainTown = int3(-1, -1, -1);
}
else
{
ui->generateHero->setEnabled(true);
auto town = controller.map()->objects.at(ui->mainTown->currentData().toInt());
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos;
}
}