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vcmi/mapeditor/playerparams.cpp

126 lines
3.1 KiB
C++

#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->name));
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; i < controller.map()->towns.size(); ++i)
{
auto town = controller.map()->towns[i];
if(town->getOwner().getNum() == playerColor)
{
if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
foundMainTown = i;
ui->mainTown->addItem(QString::fromStdString(town->getObjectName()), QVariant::fromValue(i));
}
}
if(foundMainTown > -1)
{
ui->mainTown->setCurrentIndex(foundMainTown + 1);
}
else
{
playerInfo.hasMainTown = false;
playerInfo.posOfMainTown = int3(-1, -1, -1);
}
ui->playerColor->setTitle(QString("PlayerID: %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
{
playerInfo.hasMainTown = false;
playerInfo.posOfMainTown = int3(-1, -1, -1);
}
else
{
auto town = controller.map()->towns.at(ui->mainTown->currentData().toInt());
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos;
}
}