playerparams.cpp 3.8 KB

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  1. /*
  2. * playerparams.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "playerparams.h"
  12. #include "ui_playerparams.h"
  13. #include "../lib/CTownHandler.h"
  14. PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) :
  15. QWidget(parent),
  16. ui(new Ui::PlayerParams),
  17. controller(ctrl)
  18. {
  19. ui->setupUi(this);
  20. playerColor = playerId;
  21. assert(controller.map()->players.size() > playerColor);
  22. playerInfo = controller.map()->players[playerColor];
  23. //load factions
  24. for(auto idx : VLC->townh->getAllowedFactions())
  25. {
  26. CFaction * faction = VLC->townh->objects.at(idx);
  27. auto * item = new QListWidgetItem(QString::fromStdString(faction->name));
  28. item->setData(Qt::UserRole, QVariant::fromValue(idx));
  29. item->setFlags(item->flags() | Qt::ItemIsUserCheckable);
  30. ui->allowedFactions->addItem(item);
  31. if(playerInfo.allowedFactions.count(idx))
  32. item->setCheckState(Qt::Checked);
  33. else
  34. item->setCheckState(Qt::Unchecked);
  35. }
  36. QObject::connect(ui->allowedFactions, SIGNAL(itemChanged(QListWidgetItem*)),
  37. this, SLOT(allowedFactionsCheck(QListWidgetItem*)));
  38. //load checks
  39. bool canHumanPlay = playerInfo.canHumanPlay; //need variable to restore after signal received
  40. playerInfo.canComputerPlay = true; //computer always can play
  41. ui->radioCpu->setChecked(true);
  42. if(canHumanPlay)
  43. ui->radioHuman->setChecked(true);
  44. if(playerInfo.isFactionRandom)
  45. ui->randomFaction->setChecked(true);
  46. if(playerInfo.generateHeroAtMainTown)
  47. ui->generateHero->setChecked(true);
  48. //load towns
  49. int foundMainTown = -1;
  50. for(int i = 0, townIndex = 0; i < controller.map()->objects.size(); ++i)
  51. {
  52. if(auto town = dynamic_cast<CGTownInstance*>(controller.map()->objects[i].get()))
  53. {
  54. auto * ctown = town->town;
  55. if(!ctown)
  56. ctown = VLC->townh->randomTown;
  57. if(ctown && town->getOwner().getNum() == playerColor)
  58. {
  59. if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
  60. foundMainTown = townIndex;
  61. const auto name = ctown->faction ? town->getObjectName() : town->name + ", (random)";
  62. ui->mainTown->addItem(tr(name.c_str()), QVariant::fromValue(i));
  63. ++townIndex;
  64. }
  65. }
  66. }
  67. if(foundMainTown > -1)
  68. {
  69. ui->mainTown->setCurrentIndex(foundMainTown + 1);
  70. }
  71. else
  72. {
  73. ui->generateHero->setEnabled(false);
  74. playerInfo.hasMainTown = false;
  75. playerInfo.generateHeroAtMainTown = false;
  76. playerInfo.posOfMainTown = int3(-1, -1, -1);
  77. }
  78. ui->playerColor->setTitle(tr("Player ID: %1").arg(playerId));
  79. show();
  80. }
  81. PlayerParams::~PlayerParams()
  82. {
  83. delete ui;
  84. }
  85. void PlayerParams::on_radioHuman_toggled(bool checked)
  86. {
  87. if(checked)
  88. playerInfo.canHumanPlay = true;
  89. }
  90. void PlayerParams::on_radioCpu_toggled(bool checked)
  91. {
  92. if(checked)
  93. playerInfo.canHumanPlay = false;
  94. }
  95. void PlayerParams::on_generateHero_stateChanged(int arg1)
  96. {
  97. playerInfo.generateHeroAtMainTown = ui->generateHero->isChecked();
  98. }
  99. void PlayerParams::on_randomFaction_stateChanged(int arg1)
  100. {
  101. playerInfo.isFactionRandom = ui->randomFaction->isChecked();
  102. }
  103. void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
  104. {
  105. if(item->checkState() == Qt::Checked)
  106. playerInfo.allowedFactions.insert(item->data(Qt::UserRole).toInt());
  107. else
  108. playerInfo.allowedFactions.erase(item->data(Qt::UserRole).toInt());
  109. }
  110. void PlayerParams::on_mainTown_activated(int index)
  111. {
  112. if(index == 0) //default
  113. {
  114. ui->generateHero->setEnabled(false);
  115. ui->generateHero->setChecked(false);
  116. playerInfo.hasMainTown = false;
  117. playerInfo.posOfMainTown = int3(-1, -1, -1);
  118. }
  119. else
  120. {
  121. ui->generateHero->setEnabled(true);
  122. auto town = controller.map()->objects.at(ui->mainTown->currentData().toInt());
  123. playerInfo.hasMainTown = true;
  124. playerInfo.posOfMainTown = town->pos;
  125. }
  126. }