mirror of
https://github.com/vcmi/vcmi.git
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564 lines
18 KiB
C++
564 lines
18 KiB
C++
/*
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* OptionsTab.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 "CSelectionBase.h"
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#include "OptionsTab.h"
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#include "../CBitmapHandler.h"
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#include "../CGameInfo.h"
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#include "../CServerHandler.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CGuiHandler.h"
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#include "../widgets/CComponent.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/MiscWidgets.h"
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#include "../widgets/ObjectLists.h"
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#include "../widgets/TextControls.h"
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#include "../windows/GUIClasses.h"
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#include "../windows/InfoWindows.h"
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#include "../../lib/NetPacksLobby.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CArtHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/mapping/CMapInfo.h"
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OptionsTab::OptionsTab() : humanPlayers(0)
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{
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recActions = 0;
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OBJ_CONSTRUCTION;
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background = std::make_shared<CPicture>("ADVOPTBK", 0, 6);
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pos = background->pos;
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labelTitle = std::make_shared<CLabel>(222, 30, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]);
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labelSubTitle = std::make_shared<CMultiLineLabel>(Rect(60, 44, 320, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[516]);
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labelPlayerNameAndHandicap = std::make_shared<CMultiLineLabel>(Rect(58, 86, 100, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[517]);
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labelStartingTown = std::make_shared<CMultiLineLabel>(Rect(163, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[518]);
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labelStartingHero = std::make_shared<CMultiLineLabel>(Rect(239, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[519]);
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labelStartingBonus = std::make_shared<CMultiLineLabel>(Rect(315, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[520]);
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if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo)
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{
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sliderTurnDuration = std::make_shared<CSlider>(Point(55, 551), 194, std::bind(&IServerAPI::setTurnLength, CSH, _1), 1, (int)GameConstants::POSSIBLE_TURNTIME.size(), (int)GameConstants::POSSIBLE_TURNTIME.size(), true, CSlider::BLUE);
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labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
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labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, EAlignment::CENTER, Colors::WHITE);
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}
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}
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void OptionsTab::recreate()
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{
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entries.clear();
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humanPlayers = 0;
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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for(auto & pInfo : SEL->getStartInfo()->playerInfos)
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{
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if(pInfo.second.isControlledByHuman())
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humanPlayers++;
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entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
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}
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if(sliderTurnDuration)
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{
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sliderTurnDuration->moveTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
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labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
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}
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}
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size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
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{
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enum EBonusSelection //frames of bonuses file
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{
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WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
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MERCURY = 3, SULFUR = 5, GOLD = 8,
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ARTIFACT = 9, RANDOM = 10,
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WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
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TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
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HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
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};
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auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
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switch(type)
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{
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case TOWN:
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switch(settings.castle)
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{
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case PlayerSettings::NONE:
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return TOWN_NONE;
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case PlayerSettings::RANDOM:
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return TOWN_RANDOM;
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default:
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return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
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}
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case HERO:
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switch(settings.hero)
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{
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case PlayerSettings::NONE:
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return HERO_NONE;
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case PlayerSettings::RANDOM:
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return HERO_RANDOM;
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default:
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{
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if(settings.heroPortrait >= 0)
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return settings.heroPortrait;
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auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
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return (*CGI->heroh)[index]->imageIndex;
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}
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}
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case BONUS:
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{
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switch(settings.bonus)
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{
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case PlayerSettings::RANDOM:
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return RANDOM;
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case PlayerSettings::ARTIFACT:
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return ARTIFACT;
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case PlayerSettings::GOLD:
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return GOLD;
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case PlayerSettings::RESOURCE:
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{
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switch((*CGI->townh)[factionIndex]->town->primaryRes)
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{
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case Res::WOOD_AND_ORE:
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return WOOD_ORE;
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case Res::WOOD:
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return WOOD;
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case Res::MERCURY:
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return MERCURY;
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case Res::ORE:
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return ORE;
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case Res::SULFUR:
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return SULFUR;
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case Res::CRYSTAL:
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return CRYSTAL;
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case Res::GEMS:
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return GEM;
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case Res::GOLD:
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return GOLD;
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case Res::MITHRIL:
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return MITHRIL;
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}
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}
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}
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}
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}
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return 0;
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}
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std::string OptionsTab::CPlayerSettingsHelper::getImageName()
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{
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switch(type)
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{
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case OptionsTab::TOWN:
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return "ITPA";
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case OptionsTab::HERO:
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return "PortraitsSmall";
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case OptionsTab::BONUS:
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return "SCNRSTAR";
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}
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return "";
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}
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std::string OptionsTab::CPlayerSettingsHelper::getName()
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{
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switch(type)
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{
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case TOWN:
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{
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switch(settings.castle)
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{
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case PlayerSettings::NONE:
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return CGI->generaltexth->allTexts[523];
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case PlayerSettings::RANDOM:
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return CGI->generaltexth->allTexts[522];
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default:
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{
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auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
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return (*CGI->townh)[factionIndex]->name;
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}
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}
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}
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case HERO:
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{
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switch(settings.hero)
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{
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case PlayerSettings::NONE:
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return CGI->generaltexth->allTexts[523];
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case PlayerSettings::RANDOM:
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return CGI->generaltexth->allTexts[522];
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default:
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{
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if(!settings.heroName.empty())
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return settings.heroName;
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auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
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return (*CGI->heroh)[index]->name;
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}
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}
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}
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case BONUS:
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{
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switch(settings.bonus)
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{
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case PlayerSettings::RANDOM:
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return CGI->generaltexth->allTexts[522];
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default:
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return CGI->generaltexth->arraytxt[214 + settings.bonus];
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}
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}
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}
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return "";
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}
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std::string OptionsTab::CPlayerSettingsHelper::getTitle()
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{
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switch(type)
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{
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case OptionsTab::TOWN:
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return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
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case OptionsTab::HERO:
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return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
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case OptionsTab::BONUS:
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{
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switch(settings.bonus)
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{
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case PlayerSettings::RANDOM:
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return CGI->generaltexth->allTexts[86]; //{Random Bonus}
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case PlayerSettings::ARTIFACT:
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return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
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case PlayerSettings::GOLD:
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return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
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case PlayerSettings::RESOURCE:
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return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
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}
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}
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}
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return "";
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}
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std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
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{
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auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
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auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
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switch(type)
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{
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case TOWN:
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return getName();
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case HERO:
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{
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if(settings.hero >= 0)
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return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->name;
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return getName();
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}
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case BONUS:
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{
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switch(settings.bonus)
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{
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case PlayerSettings::GOLD:
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return CGI->generaltexth->allTexts[87]; //500-1000
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case PlayerSettings::RESOURCE:
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{
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switch((*CGI->townh)[factionIndex]->town->primaryRes)
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{
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case Res::MERCURY:
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return CGI->generaltexth->allTexts[694];
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case Res::SULFUR:
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return CGI->generaltexth->allTexts[695];
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case Res::CRYSTAL:
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return CGI->generaltexth->allTexts[692];
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case Res::GEMS:
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return CGI->generaltexth->allTexts[693];
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case Res::WOOD_AND_ORE:
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return CGI->generaltexth->allTexts[89]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
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}
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}
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}
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}
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}
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return "";
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}
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std::string OptionsTab::CPlayerSettingsHelper::getDescription()
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{
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auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
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switch(type)
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{
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case TOWN:
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return CGI->generaltexth->allTexts[104];
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case HERO:
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return CGI->generaltexth->allTexts[102];
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case BONUS:
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{
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switch(settings.bonus)
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{
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case PlayerSettings::RANDOM:
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return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
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case PlayerSettings::ARTIFACT:
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return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
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case PlayerSettings::GOLD:
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return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
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case PlayerSettings::RESOURCE:
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{
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switch((*CGI->townh)[factionIndex]->town->primaryRes)
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{
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case Res::MERCURY:
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return CGI->generaltexth->allTexts[690];
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case Res::SULFUR:
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return CGI->generaltexth->allTexts[691];
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case Res::CRYSTAL:
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return CGI->generaltexth->allTexts[688];
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case Res::GEMS:
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return CGI->generaltexth->allTexts[689];
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case Res::WOOD_AND_ORE:
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return CGI->generaltexth->allTexts[93]; //At the start of the game, 5-10 wood and 5-10 ore are added to your Kingdom's resource pool
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}
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}
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}
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}
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}
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return "";
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}
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OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
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: CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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int value = PlayerSettings::NONE;
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switch(CPlayerSettingsHelper::type)
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{
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break;
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case TOWN:
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value = settings.castle;
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break;
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case HERO:
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value = settings.hero;
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break;
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case BONUS:
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value = settings.bonus;
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}
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if(value == PlayerSettings::RANDOM)
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genBonusWindow();
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else if(CPlayerSettingsHelper::type == BONUS)
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genBonusWindow();
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else if(CPlayerSettingsHelper::type == HERO)
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genHeroWindow();
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else if(CPlayerSettingsHelper::type == TOWN)
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genTownWindow();
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center();
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}
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void OptionsTab::CPlayerOptionTooltipBox::genHeader()
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{
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backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
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updateShadow();
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labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, CENTER, Colors::YELLOW, getTitle());
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labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, CENTER, Colors::WHITE, getSubtitle());
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image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
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}
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void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
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{
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pos = Rect(0, 0, 228, 290);
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genHeader();
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labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
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auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
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std::vector<std::shared_ptr<CComponent>> components;
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const CTown * town = (*CGI->townh)[factionIndex]->town;
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for(auto & elem : town->creatures)
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{
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if(!elem.empty())
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components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
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}
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boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
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}
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void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
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{
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pos = Rect(0, 0, 292, 226);
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genHeader();
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labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
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auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
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imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
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labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->specName);
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}
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void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
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{
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pos = Rect(0, 0, 228, 162);
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genHeader();
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textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, CENTER, Colors::WHITE);
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}
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OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
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: CIntObject(RCLICK, position), CPlayerSettingsHelper(settings, type)
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
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subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, CENTER, Colors::WHITE, getName());
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pos = image->pos;
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}
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void OptionsTab::SelectedBox::update()
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{
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image->setFrame(getImageIndex());
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subtitle->setText(getName());
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}
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void OptionsTab::SelectedBox::clickRight(tribool down, bool previousState)
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{
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if(down)
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{
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// cases when we do not need to display a message
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if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
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return;
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if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
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return;
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GH.pushIntT<CPlayerOptionTooltipBox>(*this);
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}
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}
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OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
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: pi(SEL->getPlayerInfo(S.color.getNum())), s(S), parentTab(parent)
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{
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OBJ_CONSTRUCTION;
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defActions |= SHARE_POS;
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int serial = 0;
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for(int g = 0; g < s.color.getNum(); ++g)
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{
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auto itred = SEL->getPlayerInfo(g);
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if(itred.canComputerPlay || itred.canHumanPlay)
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serial++;
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}
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pos.x += 54;
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pos.y += 122 + serial * 50;
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assert(CSH->mi && CSH->mi->mapHeader);
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const PlayerInfo & p = SEL->getPlayerInfo(s.color.getNum());
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assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
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if(p.canHumanPlay && p.canComputerPlay)
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whoCanPlay = HUMAN_OR_CPU;
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else if(p.canComputerPlay)
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whoCanPlay = CPU;
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else
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whoCanPlay = HUMAN;
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static const char * flags[] =
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{
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"AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
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"AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
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|
};
|
|
static const char * bgs[] =
|
|
{
|
|
"ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
|
|
"ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
|
|
};
|
|
|
|
background = std::make_shared<CPicture>(BitmapHandler::loadBitmap(bgs[s.color.getNum()]), 0, 0, true);
|
|
labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, EAlignment::CENTER, Colors::WHITE, s.name);
|
|
labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, EAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);
|
|
|
|
if(SEL->screenType == ESelectionScreen::newGame)
|
|
{
|
|
buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s.color));
|
|
buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s.color));
|
|
buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s.color));
|
|
buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s.color));
|
|
buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s.color));
|
|
buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s.color));
|
|
}
|
|
|
|
hideUnavailableButtons();
|
|
|
|
if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s.color.getNum()).canHumanPlay)
|
|
{
|
|
flag = std::make_shared<CButton>(
|
|
Point(-43, 2),
|
|
flags[s.color.getNum()],
|
|
CGI->generaltexth->zelp[180],
|
|
std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, s)
|
|
);
|
|
flag->hoverable = true;
|
|
flag->block(CSH->isGuest());
|
|
}
|
|
else
|
|
flag = nullptr;
|
|
|
|
town = std::make_shared<SelectedBox>(Point(119, 2), s, TOWN);
|
|
hero = std::make_shared<SelectedBox>(Point(195, 2), s, HERO);
|
|
bonus = std::make_shared<SelectedBox>(Point(271, 2), s, BONUS);
|
|
}
|
|
|
|
void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
|
|
{
|
|
if(ps.isControlledByAI() || humanPlayers > 1)
|
|
CSH->setPlayer(ps.color);
|
|
}
|
|
|
|
void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
|
|
{
|
|
if(!buttonTownLeft)
|
|
return;
|
|
|
|
const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s.color);
|
|
|
|
if((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer)
|
|
{
|
|
buttonTownLeft->disable();
|
|
buttonTownRight->disable();
|
|
}
|
|
else
|
|
{
|
|
buttonTownLeft->enable();
|
|
buttonTownRight->enable();
|
|
}
|
|
|
|
if((pi.defaultHero() != -1 || s.castle < 0) //fixed hero
|
|
|| foreignPlayer) //or not our player
|
|
{
|
|
buttonHeroLeft->disable();
|
|
buttonHeroRight->disable();
|
|
}
|
|
else
|
|
{
|
|
buttonHeroLeft->enable();
|
|
buttonHeroRight->enable();
|
|
}
|
|
|
|
if(foreignPlayer)
|
|
{
|
|
buttonBonusLeft->disable();
|
|
buttonBonusRight->disable();
|
|
}
|
|
else
|
|
{
|
|
buttonBonusLeft->enable();
|
|
buttonBonusRight->enable();
|
|
}
|
|
}
|