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