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https://github.com/vcmi/vcmi.git
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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
234 lines
6.1 KiB
C++
234 lines
6.1 KiB
C++
/*
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* playerparams.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "playerparams.h"
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#include "ui_playerparams.h"
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#include "mapsettings/abstractsettings.h"
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#include "../lib/constants/StringConstants.h"
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#include "../lib/entities/faction/CTownHandler.h"
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#include "../lib/mapping/CMap.h"
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PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) :
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QWidget(parent),
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ui(new Ui::PlayerParams),
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controller(ctrl)
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{
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ui->setupUi(this);
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//set colors and teams
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ui->teamId->addItem("No team", QVariant(TeamID::NO_TEAM));
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for(int i = 0, index = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
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{
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if(i == playerId || !controller.map()->players[i].canAnyonePlay())
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{
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ui->playerColorCombo->addItem(QString::fromStdString(GameConstants::PLAYER_COLOR_NAMES[i]), QVariant(i));
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if(i == playerId)
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ui->playerColorCombo->setCurrentIndex(index);
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++index;
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}
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//add teams
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ui->teamId->addItem(QString::number(i + 1), QVariant(i));
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}
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playerColor = playerId;
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assert(controller.map()->players.size() > playerColor);
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playerInfo = controller.map()->players[playerColor];
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ui->teamId->setCurrentIndex(playerInfo.team == TeamID::NO_TEAM ? 0 : playerInfo.team.getNum() + 1);
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//load factions
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for(auto idx : VLC->townh->getAllowedFactions())
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{
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const auto & faction = VLC->townh->objects.at(idx);
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auto * item = new QListWidgetItem(QString::fromStdString(faction->getNameTranslated()));
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item->setData(Qt::UserRole, QVariant::fromValue(idx.getNum()));
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item->setFlags(item->flags() | Qt::ItemIsUserCheckable);
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ui->allowedFactions->addItem(item);
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if(playerInfo.allowedFactions.count(idx))
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item->setCheckState(Qt::Checked);
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else
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item->setCheckState(Qt::Unchecked);
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}
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QObject::connect(ui->allowedFactions, SIGNAL(itemChanged(QListWidgetItem*)),
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this, SLOT(allowedFactionsCheck(QListWidgetItem*)));
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//load checks
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bool canHumanPlay = playerInfo.canHumanPlay; //need variable to restore after signal received
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playerInfo.canComputerPlay = true; //computer always can play
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ui->radioCpu->setChecked(true);
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if(canHumanPlay)
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ui->radioHuman->setChecked(true);
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if(playerInfo.isFactionRandom)
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ui->randomFaction->setChecked(true);
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if(playerInfo.generateHeroAtMainTown)
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ui->generateHero->setChecked(true);
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//load towns
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int foundMainTown = -1;
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for(int i = 0, townIndex = 0; i < controller.map()->objects.size(); ++i)
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{
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if(auto town = dynamic_cast<CGTownInstance*>(controller.map()->objects[i].get()))
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{
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auto * ctown = town->getTown();
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if(!ctown)
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ctown = VLC->townh->randomTown;
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if(ctown && town->getOwner().getNum() == playerColor)
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{
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if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
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foundMainTown = townIndex;
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const auto name = AbstractSettings::getTownName(*controller.map(), i);
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ui->mainTown->addItem(tr(name.c_str()), QVariant::fromValue(i));
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++townIndex;
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}
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}
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}
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if(foundMainTown > -1)
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{
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ui->mainTown->setCurrentIndex(foundMainTown + 1);
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}
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else
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{
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ui->generateHero->setEnabled(false);
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playerInfo.hasMainTown = false;
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playerInfo.generateHeroAtMainTown = false;
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playerInfo.posOfMainTown = int3(-1, -1, -1);
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}
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ui->playerColor->setTitle(tr("Player ID: %1").arg(playerId));
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show();
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}
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PlayerParams::~PlayerParams()
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{
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delete ui;
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}
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void PlayerParams::on_radioHuman_toggled(bool checked)
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{
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if(checked)
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playerInfo.canHumanPlay = true;
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}
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void PlayerParams::on_radioCpu_toggled(bool checked)
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{
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if(checked)
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playerInfo.canHumanPlay = false;
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}
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void PlayerParams::on_generateHero_stateChanged(int arg1)
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{
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playerInfo.generateHeroAtMainTown = ui->generateHero->isChecked();
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}
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void PlayerParams::on_randomFaction_stateChanged(int arg1)
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{
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playerInfo.isFactionRandom = ui->randomFaction->isChecked();
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}
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void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
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{
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if(item->checkState() == Qt::Checked)
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playerInfo.allowedFactions.insert(FactionID(item->data(Qt::UserRole).toInt()));
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else
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playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt()));
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}
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void PlayerParams::on_mainTown_currentIndexChanged(int index)
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{
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if(index == 0) //default
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{
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ui->generateHero->setEnabled(false);
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ui->generateHero->setChecked(false);
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playerInfo.hasMainTown = false;
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playerInfo.posOfMainTown = int3(-1, -1, -1);
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}
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else
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{
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ui->generateHero->setEnabled(true);
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auto town = controller.map()->objects.at(ui->mainTown->currentData().toInt());
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playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = town->pos;
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}
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}
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void PlayerParams::on_teamId_activated(int index)
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{
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playerInfo.team.setNum(ui->teamId->currentData().toInt());
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}
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void PlayerParams::on_playerColorCombo_activated(int index)
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{
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int data = ui->playerColorCombo->currentData().toInt();
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if(data != playerColor)
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{
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controller.map()->players[playerColor].canHumanPlay = false;
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controller.map()->players[playerColor].canComputerPlay = false;
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playerColor = data;
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}
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}
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void PlayerParams::on_townSelect_clicked()
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{
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auto pred = [this](const CGObjectInstance * obj) -> bool
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{
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if(auto town = dynamic_cast<const CGTownInstance*>(obj))
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return town->getOwner().getNum() == playerColor;
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return false;
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};
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for(int lvl : {0, 1})
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{
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auto & l = controller.scene(lvl)->objectPickerView;
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l.highlight(pred);
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l.update();
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QObject::connect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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}
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dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->hide();
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}
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void PlayerParams::onTownPicked(const CGObjectInstance * obj)
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{
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dynamic_cast<QWidget*>(parent()->parent()->parent()->parent())->show();
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for(int lvl : {0, 1})
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{
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auto & l = controller.scene(lvl)->objectPickerView;
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l.clear();
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l.update();
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QObject::disconnect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
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}
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if(!obj) //discarded
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return;
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for(int i = 0; i < ui->mainTown->count(); ++i)
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{
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auto town = controller.map()->objects.at(ui->mainTown->itemData(i).toInt());
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if(town == obj)
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{
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ui->mainTown->setCurrentIndex(i);
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break;
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}
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}
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}
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