/* * 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 * */ #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())); 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(controller.map()->objects[i].get())) { auto * ctown = town->town; if(!ctown) ctown = VLC->townh->randomTown; 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)"; 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)); 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; } }