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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
This commit is contained in:
Michał W. Urbańczyk 2009-10-06 01:14:00 +00:00
parent fe7ef6bbe1
commit 3697b1d64e

View File

@ -45,7 +45,7 @@ void startGame(StartInfo * options);
CGPreGame * CGP;
static const CMapHeader *curMap = NULL;
static StartInfo *curOpts = NULL;
static int playerColor;
static int playerColor, playerSerial;
static std::string selectedName; //set when game is started/loaded
@ -252,7 +252,7 @@ CSelectionScreen::~CSelectionScreen()
{
curMap = NULL;
curOpts = NULL;
playerColor = -1;
playerSerial = playerColor = -1;
}
void CSelectionScreen::toggleTab(CIntObject *tab)
@ -293,7 +293,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
sInfo.playerInfos.resize(to->playerAmnt);
sInfo.mapname = to->filename;
playerColor = -1;
playerSerial = playerColor = -1;
int serialC=0;
for (int i = 0; i < PLAYER_LIMIT; i++)
@ -313,6 +313,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
pset.name = CGI->generaltexth->allTexts[434]; //Player
pset.human = true;
playerColor = i;
playerSerial = pset.serial;
}
else
{
@ -1107,8 +1108,8 @@ void OptionsTab::nextCastle( int player, int dir )
if(s.hero >= 0)
s.hero = -1;
if(s.bonus == bresource)
s.bonus = brandom;
if(cur < 0 && s.bonus == bresource)
s.bonus = brandom;
entries[player]->selectButtons();
redraw();
@ -1227,7 +1228,9 @@ void OptionsTab::setTurnLength( int npos )
void OptionsTab::flagPressed( int player )
{
int playerSerial = playerColor; //curMap->players[playerColor].serial;
if(player == playerSerial) //that color is already selected, no action needed
return;
PlayerSettings &s = curOpts->playerInfos[player],
&old = curOpts->playerInfos[playerSerial];
@ -1238,6 +1241,7 @@ void OptionsTab::flagPressed( int player )
if(!entries[playerSerial]->fixedHero)
old.hero = -1;
playerSerial = player;
entries[s.serial]->selectButtons();
entries[old.serial]->selectButtons();
GH.totalRedraw();
@ -1451,17 +1455,21 @@ void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
int val;
switch(which)
{
case TOWN: val = s.castle; break;
case TOWN:
val = s.castle;
break;
case HERO:
val = s.hero;
if(val < 0)
{
int p9 = curMap->players[s.color].p9;
if(p9 != 255)
if(p9 != 255 && curOpts->playerInfos[player].heroPortrait >= 0)
val = p9;
}
break;
case BONUS: val = s.bonus; break;
case BONUS:
val = s.bonus;
break;
}
if(val == -1 || which == BONUS) //random or bonus box
@ -1598,8 +1606,13 @@ CScenarioInfo::CScenarioInfo( const CMapHeader *mapInfo, const StartInfo *startI
OBJ_CONSTRUCTION_CAPTURING_ALL;
for(size_t i = 0; i < startInfo->playerInfos.size(); i++)
{
if(startInfo->playerInfos[i].human)
{
playerColor = startInfo->playerInfos[i].color;
playerSerial = i;
}
}
pos.w = 762;
pos.h = 584;