OptionsTab.cpp 18 KB

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  1. /*
  2. * OptionsTab.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 "CSelectionBase.h"
  12. #include "OptionsTab.h"
  13. #include "../CGameInfo.h"
  14. #include "../CServerHandler.h"
  15. #include "../gui/CAnimation.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../widgets/CComponent.h"
  18. #include "../widgets/Buttons.h"
  19. #include "../widgets/MiscWidgets.h"
  20. #include "../widgets/ObjectLists.h"
  21. #include "../widgets/TextControls.h"
  22. #include "../windows/GUIClasses.h"
  23. #include "../windows/InfoWindows.h"
  24. #include "../../lib/NetPacksLobby.h"
  25. #include "../../lib/CGeneralTextHandler.h"
  26. #include "../../lib/CArtHandler.h"
  27. #include "../../lib/CTownHandler.h"
  28. #include "../../lib/CHeroHandler.h"
  29. #include "../../lib/mapping/CMap.h"
  30. #include "../../lib/mapping/CMapInfo.h"
  31. OptionsTab::OptionsTab() : humanPlayers(0)
  32. {
  33. recActions = 0;
  34. OBJ_CONSTRUCTION;
  35. background = std::make_shared<CPicture>("ADVOPTBK", 0, 6);
  36. pos = background->pos;
  37. labelTitle = std::make_shared<CLabel>(222, 30, FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]);
  38. labelSubTitle = std::make_shared<CMultiLineLabel>(Rect(60, 44, 320, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[516]);
  39. labelPlayerNameAndHandicap = std::make_shared<CMultiLineLabel>(Rect(58, 86, 100, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[517]);
  40. labelStartingTown = std::make_shared<CMultiLineLabel>(Rect(163, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[518]);
  41. labelStartingHero = std::make_shared<CMultiLineLabel>(Rect(239, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[519]);
  42. labelStartingBonus = std::make_shared<CMultiLineLabel>(Rect(315, 86, 70, (int)graphics->fonts[EFonts::FONT_SMALL]->getLineHeight()*2), EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[520]);
  43. if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo)
  44. {
  45. 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);
  46. labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
  47. labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  48. }
  49. }
  50. void OptionsTab::recreate()
  51. {
  52. entries.clear();
  53. humanPlayers = 0;
  54. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  55. for(auto & pInfo : SEL->getStartInfo()->playerInfos)
  56. {
  57. if(pInfo.second.isControlledByHuman())
  58. humanPlayers++;
  59. entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
  60. }
  61. if(sliderTurnDuration)
  62. {
  63. sliderTurnDuration->moveTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
  64. labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
  65. }
  66. }
  67. size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
  68. {
  69. enum EBonusSelection //frames of bonuses file
  70. {
  71. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  72. MERCURY = 3, SULFUR = 5, GOLD = 8,
  73. ARTIFACT = 9, RANDOM = 10,
  74. WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
  75. TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
  76. HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
  77. };
  78. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  79. switch(type)
  80. {
  81. case TOWN:
  82. switch(settings.castle)
  83. {
  84. case PlayerSettings::NONE:
  85. return TOWN_NONE;
  86. case PlayerSettings::RANDOM:
  87. return TOWN_RANDOM;
  88. default:
  89. return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
  90. }
  91. case HERO:
  92. switch(settings.hero)
  93. {
  94. case PlayerSettings::NONE:
  95. return HERO_NONE;
  96. case PlayerSettings::RANDOM:
  97. return HERO_RANDOM;
  98. default:
  99. {
  100. if(settings.heroPortrait >= 0)
  101. return settings.heroPortrait;
  102. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  103. return (*CGI->heroh)[index]->imageIndex;
  104. }
  105. }
  106. case BONUS:
  107. {
  108. switch(settings.bonus)
  109. {
  110. case PlayerSettings::RANDOM:
  111. return RANDOM;
  112. case PlayerSettings::ARTIFACT:
  113. return ARTIFACT;
  114. case PlayerSettings::GOLD:
  115. return GOLD;
  116. case PlayerSettings::RESOURCE:
  117. {
  118. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  119. {
  120. case Res::WOOD_AND_ORE:
  121. return WOOD_ORE;
  122. case Res::WOOD:
  123. return WOOD;
  124. case Res::MERCURY:
  125. return MERCURY;
  126. case Res::ORE:
  127. return ORE;
  128. case Res::SULFUR:
  129. return SULFUR;
  130. case Res::CRYSTAL:
  131. return CRYSTAL;
  132. case Res::GEMS:
  133. return GEM;
  134. case Res::GOLD:
  135. return GOLD;
  136. case Res::MITHRIL:
  137. return MITHRIL;
  138. }
  139. }
  140. }
  141. }
  142. }
  143. return 0;
  144. }
  145. std::string OptionsTab::CPlayerSettingsHelper::getImageName()
  146. {
  147. switch(type)
  148. {
  149. case OptionsTab::TOWN:
  150. return "ITPA";
  151. case OptionsTab::HERO:
  152. return "PortraitsSmall";
  153. case OptionsTab::BONUS:
  154. return "SCNRSTAR";
  155. }
  156. return "";
  157. }
  158. std::string OptionsTab::CPlayerSettingsHelper::getName()
  159. {
  160. switch(type)
  161. {
  162. case TOWN:
  163. {
  164. switch(settings.castle)
  165. {
  166. case PlayerSettings::NONE:
  167. return CGI->generaltexth->allTexts[523];
  168. case PlayerSettings::RANDOM:
  169. return CGI->generaltexth->allTexts[522];
  170. default:
  171. {
  172. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  173. return (*CGI->townh)[factionIndex]->name;
  174. }
  175. }
  176. }
  177. case HERO:
  178. {
  179. switch(settings.hero)
  180. {
  181. case PlayerSettings::NONE:
  182. return CGI->generaltexth->allTexts[523];
  183. case PlayerSettings::RANDOM:
  184. return CGI->generaltexth->allTexts[522];
  185. default:
  186. {
  187. if(!settings.heroName.empty())
  188. return settings.heroName;
  189. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  190. return (*CGI->heroh)[index]->name;
  191. }
  192. }
  193. }
  194. case BONUS:
  195. {
  196. switch(settings.bonus)
  197. {
  198. case PlayerSettings::RANDOM:
  199. return CGI->generaltexth->allTexts[522];
  200. default:
  201. return CGI->generaltexth->arraytxt[214 + settings.bonus];
  202. }
  203. }
  204. }
  205. return "";
  206. }
  207. std::string OptionsTab::CPlayerSettingsHelper::getTitle()
  208. {
  209. switch(type)
  210. {
  211. case OptionsTab::TOWN:
  212. return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
  213. case OptionsTab::HERO:
  214. return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
  215. case OptionsTab::BONUS:
  216. {
  217. switch(settings.bonus)
  218. {
  219. case PlayerSettings::RANDOM:
  220. return CGI->generaltexth->allTexts[86]; //{Random Bonus}
  221. case PlayerSettings::ARTIFACT:
  222. return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  223. case PlayerSettings::GOLD:
  224. return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  225. case PlayerSettings::RESOURCE:
  226. return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  227. }
  228. }
  229. }
  230. return "";
  231. }
  232. std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
  233. {
  234. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  235. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  236. switch(type)
  237. {
  238. case TOWN:
  239. return getName();
  240. case HERO:
  241. {
  242. if(settings.hero >= 0)
  243. return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->name;
  244. return getName();
  245. }
  246. case BONUS:
  247. {
  248. switch(settings.bonus)
  249. {
  250. case PlayerSettings::GOLD:
  251. return CGI->generaltexth->allTexts[87]; //500-1000
  252. case PlayerSettings::RESOURCE:
  253. {
  254. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  255. {
  256. case Res::MERCURY:
  257. return CGI->generaltexth->allTexts[694];
  258. case Res::SULFUR:
  259. return CGI->generaltexth->allTexts[695];
  260. case Res::CRYSTAL:
  261. return CGI->generaltexth->allTexts[692];
  262. case Res::GEMS:
  263. return CGI->generaltexth->allTexts[693];
  264. case Res::WOOD_AND_ORE:
  265. 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
  266. }
  267. }
  268. }
  269. }
  270. }
  271. return "";
  272. }
  273. std::string OptionsTab::CPlayerSettingsHelper::getDescription()
  274. {
  275. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  276. switch(type)
  277. {
  278. case TOWN:
  279. return CGI->generaltexth->allTexts[104];
  280. case HERO:
  281. return CGI->generaltexth->allTexts[102];
  282. case BONUS:
  283. {
  284. switch(settings.bonus)
  285. {
  286. case PlayerSettings::RANDOM:
  287. return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  288. case PlayerSettings::ARTIFACT:
  289. return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  290. case PlayerSettings::GOLD:
  291. return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  292. case PlayerSettings::RESOURCE:
  293. {
  294. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  295. {
  296. case Res::MERCURY:
  297. return CGI->generaltexth->allTexts[690];
  298. case Res::SULFUR:
  299. return CGI->generaltexth->allTexts[691];
  300. case Res::CRYSTAL:
  301. return CGI->generaltexth->allTexts[688];
  302. case Res::GEMS:
  303. return CGI->generaltexth->allTexts[689];
  304. case Res::WOOD_AND_ORE:
  305. 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
  306. }
  307. }
  308. }
  309. }
  310. }
  311. return "";
  312. }
  313. OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
  314. : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
  315. {
  316. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  317. int value = PlayerSettings::NONE;
  318. switch(CPlayerSettingsHelper::type)
  319. {
  320. break;
  321. case TOWN:
  322. value = settings.castle;
  323. break;
  324. case HERO:
  325. value = settings.hero;
  326. break;
  327. case BONUS:
  328. value = settings.bonus;
  329. }
  330. if(value == PlayerSettings::RANDOM)
  331. genBonusWindow();
  332. else if(CPlayerSettingsHelper::type == BONUS)
  333. genBonusWindow();
  334. else if(CPlayerSettingsHelper::type == HERO)
  335. genHeroWindow();
  336. else if(CPlayerSettingsHelper::type == TOWN)
  337. genTownWindow();
  338. center();
  339. }
  340. void OptionsTab::CPlayerOptionTooltipBox::genHeader()
  341. {
  342. backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
  343. updateShadow();
  344. labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
  345. labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
  346. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
  347. }
  348. void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
  349. {
  350. pos = Rect(0, 0, 228, 290);
  351. genHeader();
  352. labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
  353. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  354. std::vector<std::shared_ptr<CComponent>> components;
  355. const CTown * town = (*CGI->townh)[factionIndex]->town;
  356. for(auto & elem : town->creatures)
  357. {
  358. if(!elem.empty())
  359. components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
  360. }
  361. boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
  362. }
  363. void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
  364. {
  365. pos = Rect(0, 0, 292, 226);
  366. genHeader();
  367. labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
  368. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  369. imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
  370. labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->specName);
  371. }
  372. void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
  373. {
  374. pos = Rect(0, 0, 228, 162);
  375. genHeader();
  376. textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  377. }
  378. OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
  379. : CIntObject(RCLICK, position), CPlayerSettingsHelper(settings, type)
  380. {
  381. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  382. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
  383. subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName());
  384. pos = image->pos;
  385. }
  386. void OptionsTab::SelectedBox::update()
  387. {
  388. image->setFrame(getImageIndex());
  389. subtitle->setText(getName());
  390. }
  391. void OptionsTab::SelectedBox::clickRight(tribool down, bool previousState)
  392. {
  393. if(down)
  394. {
  395. // cases when we do not need to display a message
  396. if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
  397. return;
  398. if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
  399. return;
  400. GH.pushIntT<CPlayerOptionTooltipBox>(*this);
  401. }
  402. }
  403. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
  404. : pi(SEL->getPlayerInfo(S.color.getNum())), s(S), parentTab(parent)
  405. {
  406. OBJ_CONSTRUCTION;
  407. defActions |= SHARE_POS;
  408. int serial = 0;
  409. for(int g = 0; g < s.color.getNum(); ++g)
  410. {
  411. auto itred = SEL->getPlayerInfo(g);
  412. if(itred.canComputerPlay || itred.canHumanPlay)
  413. serial++;
  414. }
  415. pos.x += 54;
  416. pos.y += 122 + serial * 50;
  417. assert(CSH->mi && CSH->mi->mapHeader);
  418. const PlayerInfo & p = SEL->getPlayerInfo(s.color.getNum());
  419. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  420. if(p.canHumanPlay && p.canComputerPlay)
  421. whoCanPlay = HUMAN_OR_CPU;
  422. else if(p.canComputerPlay)
  423. whoCanPlay = CPU;
  424. else
  425. whoCanPlay = HUMAN;
  426. static std::string flags[] =
  427. {
  428. "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  429. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
  430. };
  431. static std::string bgs[] =
  432. {
  433. "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  434. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
  435. };
  436. background = std::make_shared<CPicture>(bgs[s.color.getNum()], 0, 0);
  437. labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s.name);
  438. labelWhoCanPlay = std::make_shared<CMultiLineLabel>(Rect(6, 23, 45, (int)graphics->fonts[EFonts::FONT_TINY]->getLineHeight()*2), EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->arraytxt[206 + whoCanPlay]);
  439. if(SEL->screenType == ESelectionScreen::newGame)
  440. {
  441. buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s.color));
  442. buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s.color));
  443. buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s.color));
  444. buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s.color));
  445. buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s.color));
  446. buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s.color));
  447. }
  448. hideUnavailableButtons();
  449. if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s.color.getNum()).canHumanPlay)
  450. {
  451. flag = std::make_shared<CButton>(
  452. Point(-43, 2),
  453. flags[s.color.getNum()],
  454. CGI->generaltexth->zelp[180],
  455. std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, s)
  456. );
  457. flag->hoverable = true;
  458. flag->block(CSH->isGuest());
  459. }
  460. else
  461. flag = nullptr;
  462. town = std::make_shared<SelectedBox>(Point(119, 2), s, TOWN);
  463. hero = std::make_shared<SelectedBox>(Point(195, 2), s, HERO);
  464. bonus = std::make_shared<SelectedBox>(Point(271, 2), s, BONUS);
  465. }
  466. void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
  467. {
  468. if(ps.isControlledByAI() || humanPlayers > 1)
  469. CSH->setPlayer(ps.color);
  470. }
  471. void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
  472. {
  473. if(!buttonTownLeft)
  474. return;
  475. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s.color);
  476. if((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer)
  477. {
  478. buttonTownLeft->disable();
  479. buttonTownRight->disable();
  480. }
  481. else
  482. {
  483. buttonTownLeft->enable();
  484. buttonTownRight->enable();
  485. }
  486. if((pi.defaultHero() != -1 || s.castle < 0) //fixed hero
  487. || foreignPlayer) //or not our player
  488. {
  489. buttonHeroLeft->disable();
  490. buttonHeroRight->disable();
  491. }
  492. else
  493. {
  494. buttonHeroLeft->enable();
  495. buttonHeroRight->enable();
  496. }
  497. if(foreignPlayer)
  498. {
  499. buttonBonusLeft->disable();
  500. buttonBonusRight->disable();
  501. }
  502. else
  503. {
  504. buttonBonusLeft->enable();
  505. buttonBonusRight->enable();
  506. }
  507. }