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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/mapeditor/playerparams.cpp
Ivan Savenko 037efdf5fc Improvements to type safety of Identifier class
- Constructor of Identifier from integer is now explicit
- Lobby hero/town selection now uses Identifiers instead of int's
- Removed serialization workaround for hero portraits
- Added dummy objects for custom heroes portraits for ID resolver to use
- HeroInstance now stores portrait ID only in case of custom portrait
- Fixed loading of campaign heroes portraits on RoE maps
2023-10-04 18:05:23 +03:00

237 lines
6.1 KiB
C++

/*
* 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<CGTownInstance*>(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<const CGTownInstance*>(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<QWidget*>(parent()->parent()->parent()->parent())->hide();
}
void PlayerParams::onTownPicked(const CGObjectInstance * obj)
{
dynamic_cast<QWidget*>(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;
}
}
}