/* * 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 "mapsettings/abstractsettings.h" #include "../lib/CTownHandler.h" #include "../lib/constants/StringConstants.h" #include "../lib/mapping/CMap.h" PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) : QWidget(parent), ui(new Ui::PlayerParams), controller(ctrl) { ui->setupUi(this); //set colors and teams ui->teamId->addItem("No team", QVariant(TeamID::NO_TEAM)); for(int i = 0, index = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i) { if(i == playerId || !controller.map()->players[i].canAnyonePlay()) { ui->playerColorCombo->addItem(QString::fromStdString(GameConstants::PLAYER_COLOR_NAMES[i]), QVariant(i)); if(i == playerId) ui->playerColorCombo->setCurrentIndex(index); ++index; } //add teams ui->teamId->addItem(QString::number(i + 1), QVariant(i)); } playerColor = playerId; assert(controller.map()->players.size() > playerColor); playerInfo = controller.map()->players[playerColor]; ui->teamId->setCurrentIndex(playerInfo.team == TeamID::NO_TEAM ? 0 : playerInfo.team.getNum() + 1); //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.getNum())); 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; town->town = ctown; } if(ctown && town->getOwner().getNum() == playerColor) { if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos) foundMainTown = townIndex; const auto name = AbstractSettings::getTownName(*controller.map(), i); 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(FactionID(item->data(Qt::UserRole).toInt())); else playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt())); } void PlayerParams::on_mainTown_currentIndexChanged(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; } } void PlayerParams::on_teamId_activated(int index) { playerInfo.team.setNum(ui->teamId->currentData().toInt()); } void PlayerParams::on_playerColorCombo_activated(int index) { int data = ui->playerColorCombo->currentData().toInt(); if(data != playerColor) { controller.map()->players[playerColor].canHumanPlay = false; controller.map()->players[playerColor].canComputerPlay = false; playerColor = data; } } void PlayerParams::on_townSelect_clicked() { auto pred = [this](const CGObjectInstance * obj) -> bool { if(auto town = dynamic_cast(obj)) return town->getOwner().getNum() == playerColor; return false; }; for(int lvl : {0, 1}) { auto & l = controller.scene(lvl)->objectPickerView; l.highlight(pred); l.update(); QObject::connect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked); } dynamic_cast(parent()->parent()->parent()->parent())->hide(); } void PlayerParams::onTownPicked(const CGObjectInstance * obj) { dynamic_cast(parent()->parent()->parent()->parent())->show(); for(int lvl : {0, 1}) { auto & l = controller.scene(lvl)->objectPickerView; l.clear(); l.update(); QObject::disconnect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked); } if(!obj) //discarded return; for(int i = 0; i < ui->mainTown->count(); ++i) { auto town = controller.map()->objects.at(ui->mainTown->itemData(i).toInt()); if(town == obj) { ui->mainTown->setCurrentIndex(i); break; } } }