OptionsTab.cpp 20 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 "OptionsTab.h"
  12. #include "CSelectionBase.h"
  13. #include "../CGameInfo.h"
  14. #include "../CServerHandler.h"
  15. #include "../gui/CGuiHandler.h"
  16. #include "../gui/WindowHandler.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/CMapInfo.h"
  30. #include "../../lib/mapping/CMapHeader.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. sliderTurnDuration->setScrollBounds(Rect(-3, -25, 337, 43));
  47. sliderTurnDuration->setPanningStep(20);
  48. labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
  49. labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  50. }
  51. }
  52. void OptionsTab::recreate()
  53. {
  54. entries.clear();
  55. humanPlayers = 0;
  56. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  57. for(auto & pInfo : SEL->getStartInfo()->playerInfos)
  58. {
  59. if(pInfo.second.isControlledByHuman())
  60. humanPlayers++;
  61. entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
  62. }
  63. if(sliderTurnDuration)
  64. {
  65. sliderTurnDuration->moveTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
  66. labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
  67. }
  68. }
  69. size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
  70. {
  71. enum EBonusSelection //frames of bonuses file
  72. {
  73. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  74. MERCURY = 3, SULFUR = 5, GOLD = 8,
  75. ARTIFACT = 9, RANDOM = 10,
  76. WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
  77. TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
  78. HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
  79. };
  80. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  81. switch(type)
  82. {
  83. case TOWN:
  84. switch(settings.castle)
  85. {
  86. case PlayerSettings::NONE:
  87. return TOWN_NONE;
  88. case PlayerSettings::RANDOM:
  89. return TOWN_RANDOM;
  90. default:
  91. return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
  92. }
  93. case HERO:
  94. switch(settings.hero)
  95. {
  96. case PlayerSettings::NONE:
  97. return HERO_NONE;
  98. case PlayerSettings::RANDOM:
  99. return HERO_RANDOM;
  100. default:
  101. {
  102. if(settings.heroPortrait >= 0)
  103. return settings.heroPortrait;
  104. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  105. return (*CGI->heroh)[index]->imageIndex;
  106. }
  107. }
  108. case BONUS:
  109. {
  110. switch(settings.bonus)
  111. {
  112. case PlayerSettings::RANDOM:
  113. return RANDOM;
  114. case PlayerSettings::ARTIFACT:
  115. return ARTIFACT;
  116. case PlayerSettings::GOLD:
  117. return GOLD;
  118. case PlayerSettings::RESOURCE:
  119. {
  120. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  121. {
  122. case EGameResID::WOOD_AND_ORE:
  123. return WOOD_ORE;
  124. case EGameResID::WOOD:
  125. return WOOD;
  126. case EGameResID::MERCURY:
  127. return MERCURY;
  128. case EGameResID::ORE:
  129. return ORE;
  130. case EGameResID::SULFUR:
  131. return SULFUR;
  132. case EGameResID::CRYSTAL:
  133. return CRYSTAL;
  134. case EGameResID::GEMS:
  135. return GEM;
  136. case EGameResID::GOLD:
  137. return GOLD;
  138. case EGameResID::MITHRIL:
  139. return MITHRIL;
  140. }
  141. }
  142. }
  143. }
  144. }
  145. return 0;
  146. }
  147. std::string OptionsTab::CPlayerSettingsHelper::getImageName()
  148. {
  149. switch(type)
  150. {
  151. case OptionsTab::TOWN:
  152. return "ITPA";
  153. case OptionsTab::HERO:
  154. return "PortraitsSmall";
  155. case OptionsTab::BONUS:
  156. return "SCNRSTAR";
  157. }
  158. return "";
  159. }
  160. std::string OptionsTab::CPlayerSettingsHelper::getName()
  161. {
  162. switch(type)
  163. {
  164. case TOWN:
  165. {
  166. switch(settings.castle)
  167. {
  168. case PlayerSettings::NONE:
  169. return CGI->generaltexth->allTexts[523];
  170. case PlayerSettings::RANDOM:
  171. return CGI->generaltexth->allTexts[522];
  172. default:
  173. {
  174. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  175. return (*CGI->townh)[factionIndex]->getNameTranslated();
  176. }
  177. }
  178. }
  179. case HERO:
  180. {
  181. switch(settings.hero)
  182. {
  183. case PlayerSettings::NONE:
  184. return CGI->generaltexth->allTexts[523];
  185. case PlayerSettings::RANDOM:
  186. return CGI->generaltexth->allTexts[522];
  187. default:
  188. {
  189. if(!settings.heroName.empty())
  190. return settings.heroName;
  191. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  192. return (*CGI->heroh)[index]->getNameTranslated();
  193. }
  194. }
  195. }
  196. case BONUS:
  197. {
  198. switch(settings.bonus)
  199. {
  200. case PlayerSettings::RANDOM:
  201. return CGI->generaltexth->allTexts[522];
  202. default:
  203. return CGI->generaltexth->arraytxt[214 + settings.bonus];
  204. }
  205. }
  206. }
  207. return "";
  208. }
  209. std::string OptionsTab::CPlayerSettingsHelper::getTitle()
  210. {
  211. switch(type)
  212. {
  213. case OptionsTab::TOWN:
  214. return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
  215. case OptionsTab::HERO:
  216. return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
  217. case OptionsTab::BONUS:
  218. {
  219. switch(settings.bonus)
  220. {
  221. case PlayerSettings::RANDOM:
  222. return CGI->generaltexth->allTexts[86]; //{Random Bonus}
  223. case PlayerSettings::ARTIFACT:
  224. return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  225. case PlayerSettings::GOLD:
  226. return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  227. case PlayerSettings::RESOURCE:
  228. return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  229. }
  230. }
  231. }
  232. return "";
  233. }
  234. std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
  235. {
  236. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  237. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  238. switch(type)
  239. {
  240. case TOWN:
  241. return getName();
  242. case HERO:
  243. {
  244. if(settings.hero >= 0)
  245. return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
  246. return getName();
  247. }
  248. case BONUS:
  249. {
  250. switch(settings.bonus)
  251. {
  252. case PlayerSettings::GOLD:
  253. return CGI->generaltexth->allTexts[87]; //500-1000
  254. case PlayerSettings::RESOURCE:
  255. {
  256. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  257. {
  258. case EGameResID::MERCURY:
  259. return CGI->generaltexth->allTexts[694];
  260. case EGameResID::SULFUR:
  261. return CGI->generaltexth->allTexts[695];
  262. case EGameResID::CRYSTAL:
  263. return CGI->generaltexth->allTexts[692];
  264. case EGameResID::GEMS:
  265. return CGI->generaltexth->allTexts[693];
  266. case EGameResID::WOOD_AND_ORE:
  267. 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
  268. }
  269. }
  270. }
  271. }
  272. }
  273. return "";
  274. }
  275. std::string OptionsTab::CPlayerSettingsHelper::getDescription()
  276. {
  277. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  278. switch(type)
  279. {
  280. case TOWN:
  281. return CGI->generaltexth->allTexts[104];
  282. case HERO:
  283. return CGI->generaltexth->allTexts[102];
  284. case BONUS:
  285. {
  286. switch(settings.bonus)
  287. {
  288. case PlayerSettings::RANDOM:
  289. return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  290. case PlayerSettings::ARTIFACT:
  291. return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  292. case PlayerSettings::GOLD:
  293. return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  294. case PlayerSettings::RESOURCE:
  295. {
  296. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  297. {
  298. case EGameResID::MERCURY:
  299. return CGI->generaltexth->allTexts[690];
  300. case EGameResID::SULFUR:
  301. return CGI->generaltexth->allTexts[691];
  302. case EGameResID::CRYSTAL:
  303. return CGI->generaltexth->allTexts[688];
  304. case EGameResID::GEMS:
  305. return CGI->generaltexth->allTexts[689];
  306. case EGameResID::WOOD_AND_ORE:
  307. 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
  308. }
  309. }
  310. }
  311. }
  312. }
  313. return "";
  314. }
  315. OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
  316. : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
  317. {
  318. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  319. int value = PlayerSettings::NONE;
  320. switch(CPlayerSettingsHelper::type)
  321. {
  322. break;
  323. case TOWN:
  324. value = settings.castle;
  325. break;
  326. case HERO:
  327. value = settings.hero;
  328. break;
  329. case BONUS:
  330. value = settings.bonus;
  331. }
  332. if(value == PlayerSettings::RANDOM)
  333. genBonusWindow();
  334. else if(CPlayerSettingsHelper::type == BONUS)
  335. genBonusWindow();
  336. else if(CPlayerSettingsHelper::type == HERO)
  337. genHeroWindow();
  338. else if(CPlayerSettingsHelper::type == TOWN)
  339. genTownWindow();
  340. center();
  341. }
  342. void OptionsTab::CPlayerOptionTooltipBox::genHeader()
  343. {
  344. backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
  345. updateShadow();
  346. labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
  347. labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
  348. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
  349. }
  350. void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
  351. {
  352. pos = Rect(0, 0, 228, 290);
  353. genHeader();
  354. labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
  355. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  356. std::vector<std::shared_ptr<CComponent>> components;
  357. const CTown * town = (*CGI->townh)[factionIndex]->town;
  358. for(auto & elem : town->creatures)
  359. {
  360. if(!elem.empty())
  361. components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
  362. }
  363. boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
  364. }
  365. void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
  366. {
  367. pos = Rect(0, 0, 292, 226);
  368. genHeader();
  369. labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
  370. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  371. imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
  372. labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
  373. }
  374. void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
  375. {
  376. pos = Rect(0, 0, 228, 162);
  377. genHeader();
  378. textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  379. }
  380. OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
  381. : CIntObject(RCLICK | WHEEL | GESTURE_PANNING, position)
  382. , CPlayerSettingsHelper(settings, type)
  383. , panningDistanceAccumulated(0)
  384. {
  385. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  386. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
  387. subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, getName());
  388. pos = image->pos;
  389. }
  390. void OptionsTab::SelectedBox::update()
  391. {
  392. image->setFrame(getImageIndex());
  393. subtitle->setText(getName());
  394. }
  395. void OptionsTab::SelectedBox::clickRight(tribool down, bool previousState)
  396. {
  397. if(down)
  398. {
  399. // cases when we do not need to display a message
  400. if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
  401. return;
  402. if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
  403. return;
  404. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
  405. }
  406. }
  407. void OptionsTab::SelectedBox::wheelScrolled(int distance)
  408. {
  409. distance = std::clamp(distance, -1, 1);
  410. switch(CPlayerSettingsHelper::type)
  411. {
  412. case TOWN:
  413. CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, settings.color);
  414. break;
  415. case HERO:
  416. CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, settings.color);
  417. break;
  418. case BONUS:
  419. CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, settings.color);
  420. break;
  421. }
  422. }
  423. void OptionsTab::SelectedBox::panning(bool on)
  424. {
  425. panningDistanceAccumulated = 0;
  426. }
  427. void OptionsTab::SelectedBox::gesturePanning(const Point & distanceDelta)
  428. {
  429. // FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server
  430. // because of that, panning event gets interrupted (due to destruction of element)
  431. // so, currently, gesture will always move selection only by 1, and then wait for recreation from server info
  432. int panningDistanceSingle = 48;
  433. panningDistanceAccumulated += distanceDelta.x;
  434. if (-panningDistanceAccumulated > panningDistanceSingle )
  435. {
  436. int scrollAmount = (-panningDistanceAccumulated) / panningDistanceSingle;
  437. wheelScrolled(-scrollAmount);
  438. panningDistanceAccumulated += scrollAmount * panningDistanceSingle;
  439. removeUsedEvents(GESTURE_PANNING);
  440. }
  441. if (panningDistanceAccumulated > panningDistanceSingle )
  442. {
  443. int scrollAmount = panningDistanceAccumulated / panningDistanceSingle;
  444. wheelScrolled(scrollAmount);
  445. panningDistanceAccumulated += -scrollAmount * panningDistanceSingle;
  446. removeUsedEvents(GESTURE_PANNING);
  447. }
  448. }
  449. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
  450. : pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color.getNum())))
  451. , s(std::make_unique<PlayerSettings>(S))
  452. , parentTab(parent)
  453. {
  454. OBJ_CONSTRUCTION;
  455. defActions |= SHARE_POS;
  456. int serial = 0;
  457. for(int g = 0; g < s->color.getNum(); ++g)
  458. {
  459. auto itred = SEL->getPlayerInfo(g);
  460. if(itred.canComputerPlay || itred.canHumanPlay)
  461. serial++;
  462. }
  463. pos.x += 54;
  464. pos.y += 122 + serial * 50;
  465. assert(CSH->mi && CSH->mi->mapHeader);
  466. const PlayerInfo & p = SEL->getPlayerInfo(s->color.getNum());
  467. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  468. if(p.canHumanPlay && p.canComputerPlay)
  469. whoCanPlay = HUMAN_OR_CPU;
  470. else if(p.canComputerPlay)
  471. whoCanPlay = CPU;
  472. else
  473. whoCanPlay = HUMAN;
  474. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =
  475. {{
  476. "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  477. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
  478. }};
  479. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =
  480. {{
  481. "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  482. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
  483. }};
  484. background = std::make_shared<CPicture>(bgs[s->color.getNum()], 0, 0);
  485. labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name);
  486. 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]);
  487. if(SEL->screenType == ESelectionScreen::newGame)
  488. {
  489. buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color));
  490. buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color));
  491. buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color));
  492. buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color));
  493. buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color));
  494. buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color));
  495. }
  496. hideUnavailableButtons();
  497. if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color.getNum()).canHumanPlay)
  498. {
  499. flag = std::make_shared<CButton>(
  500. Point(-43, 2),
  501. flags[s->color.getNum()],
  502. CGI->generaltexth->zelp[180],
  503. std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)
  504. );
  505. flag->hoverable = true;
  506. flag->block(CSH->isGuest());
  507. }
  508. else
  509. flag = nullptr;
  510. town = std::make_shared<SelectedBox>(Point(119, 2), *s, TOWN);
  511. hero = std::make_shared<SelectedBox>(Point(195, 2), *s, HERO);
  512. bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, BONUS);
  513. }
  514. void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
  515. {
  516. if(ps.isControlledByAI() || humanPlayers > 0)
  517. CSH->setPlayer(ps.color);
  518. }
  519. void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
  520. {
  521. if(!buttonTownLeft)
  522. return;
  523. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);
  524. if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)
  525. {
  526. buttonTownLeft->disable();
  527. buttonTownRight->disable();
  528. }
  529. else
  530. {
  531. buttonTownLeft->enable();
  532. buttonTownRight->enable();
  533. }
  534. if((pi->defaultHero() != -1 || s->castle < 0) //fixed hero
  535. || foreignPlayer) //or not our player
  536. {
  537. buttonHeroLeft->disable();
  538. buttonHeroRight->disable();
  539. }
  540. else
  541. {
  542. buttonHeroLeft->enable();
  543. buttonHeroRight->enable();
  544. }
  545. if(foreignPlayer)
  546. {
  547. buttonBonusLeft->disable();
  548. buttonBonusRight->disable();
  549. }
  550. else
  551. {
  552. buttonBonusLeft->enable();
  553. buttonBonusRight->enable();
  554. }
  555. }