OptionsTab.cpp 17 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 "../CBitmapHandler.h"
  14. #include "../CGameInfo.h"
  15. #include "../CServerHandler.h"
  16. #include "../gui/CAnimation.h"
  17. #include "../gui/CGuiHandler.h"
  18. #include "../widgets/CComponent.h"
  19. #include "../widgets/Buttons.h"
  20. #include "../widgets/MiscWidgets.h"
  21. #include "../widgets/ObjectLists.h"
  22. #include "../widgets/TextControls.h"
  23. #include "../windows/GUIClasses.h"
  24. #include "../windows/InfoWindows.h"
  25. #include "../../lib/NetPacksLobby.h"
  26. #include "../../lib/CGeneralTextHandler.h"
  27. #include "../../lib/CArtHandler.h"
  28. #include "../../lib/CTownHandler.h"
  29. #include "../../lib/CHeroHandler.h"
  30. #include "../../lib/mapping/CMap.h"
  31. #include "../../lib/mapping/CMapInfo.h"
  32. OptionsTab::OptionsTab() : humanPlayers(0)
  33. {
  34. recActions = 0;
  35. OBJ_CONSTRUCTION;
  36. background = std::make_shared<CPicture>("ADVOPTBK", 0, 6);
  37. pos = background->pos;
  38. labelTitle = std::make_shared<CLabel>(222, 30, FONT_BIG, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[515]);
  39. 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]);
  40. 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]);
  41. 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]);
  42. 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]);
  43. 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]);
  44. if(SEL->screenType == ESelectionScreen::newGame || SEL->screenType == ESelectionScreen::loadGame || SEL->screenType == ESelectionScreen::scenarioInfo)
  45. {
  46. 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);
  47. labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, EAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
  48. labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, EAlignment::CENTER, Colors::WHITE);
  49. }
  50. }
  51. void OptionsTab::recreate()
  52. {
  53. entries.clear();
  54. humanPlayers = 0;
  55. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  56. for(auto & pInfo : SEL->getStartInfo()->playerInfos)
  57. {
  58. if(pInfo.second.isControlledByHuman())
  59. humanPlayers++;
  60. entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
  61. }
  62. if(sliderTurnDuration)
  63. {
  64. sliderTurnDuration->moveTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
  65. labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
  66. }
  67. }
  68. size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
  69. {
  70. enum EBonusSelection //frames of bonuses file
  71. {
  72. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  73. MERCURY = 3, SULFUR = 5, GOLD = 8,
  74. ARTIFACT = 9, RANDOM = 10,
  75. WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
  76. TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
  77. HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
  78. };
  79. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  80. switch(type)
  81. {
  82. case TOWN:
  83. switch(settings.castle)
  84. {
  85. case PlayerSettings::NONE:
  86. return TOWN_NONE;
  87. case PlayerSettings::RANDOM:
  88. return TOWN_RANDOM;
  89. default:
  90. return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
  91. }
  92. case HERO:
  93. switch(settings.hero)
  94. {
  95. case PlayerSettings::NONE:
  96. return HERO_NONE;
  97. case PlayerSettings::RANDOM:
  98. return HERO_RANDOM;
  99. default:
  100. {
  101. if(settings.heroPortrait >= 0)
  102. return settings.heroPortrait;
  103. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  104. return (*CGI->heroh)[index]->imageIndex;
  105. }
  106. }
  107. case BONUS:
  108. {
  109. switch(settings.bonus)
  110. {
  111. case PlayerSettings::RANDOM:
  112. return RANDOM;
  113. case PlayerSettings::ARTIFACT:
  114. return ARTIFACT;
  115. case PlayerSettings::GOLD:
  116. return GOLD;
  117. case PlayerSettings::RESOURCE:
  118. {
  119. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  120. {
  121. case Res::WOOD_AND_ORE:
  122. return WOOD_ORE;
  123. case Res::WOOD:
  124. return WOOD;
  125. case Res::MERCURY:
  126. return MERCURY;
  127. case Res::ORE:
  128. return ORE;
  129. case Res::SULFUR:
  130. return SULFUR;
  131. case Res::CRYSTAL:
  132. return CRYSTAL;
  133. case Res::GEMS:
  134. return GEM;
  135. case Res::GOLD:
  136. return GOLD;
  137. case Res::MITHRIL:
  138. return MITHRIL;
  139. }
  140. }
  141. }
  142. }
  143. }
  144. return 0;
  145. }
  146. std::string OptionsTab::CPlayerSettingsHelper::getImageName()
  147. {
  148. switch(type)
  149. {
  150. case OptionsTab::TOWN:
  151. return "ITPA";
  152. case OptionsTab::HERO:
  153. return "PortraitsSmall";
  154. case OptionsTab::BONUS:
  155. return "SCNRSTAR";
  156. }
  157. return "";
  158. }
  159. std::string OptionsTab::CPlayerSettingsHelper::getName()
  160. {
  161. switch(type)
  162. {
  163. case TOWN:
  164. {
  165. switch(settings.castle)
  166. {
  167. case PlayerSettings::NONE:
  168. return CGI->generaltexth->allTexts[523];
  169. case PlayerSettings::RANDOM:
  170. return CGI->generaltexth->allTexts[522];
  171. default:
  172. {
  173. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  174. return (*CGI->townh)[factionIndex]->name;
  175. }
  176. }
  177. }
  178. case HERO:
  179. {
  180. switch(settings.hero)
  181. {
  182. case PlayerSettings::NONE:
  183. return CGI->generaltexth->allTexts[523];
  184. case PlayerSettings::RANDOM:
  185. return CGI->generaltexth->allTexts[522];
  186. default:
  187. {
  188. if(!settings.heroName.empty())
  189. return settings.heroName;
  190. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  191. return (*CGI->heroh)[index]->name;
  192. }
  193. }
  194. }
  195. case BONUS:
  196. {
  197. switch(settings.bonus)
  198. {
  199. case PlayerSettings::RANDOM:
  200. return CGI->generaltexth->allTexts[522];
  201. default:
  202. return CGI->generaltexth->arraytxt[214 + settings.bonus];
  203. }
  204. }
  205. }
  206. return "";
  207. }
  208. std::string OptionsTab::CPlayerSettingsHelper::getTitle()
  209. {
  210. switch(type)
  211. {
  212. case OptionsTab::TOWN:
  213. return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
  214. case OptionsTab::HERO:
  215. return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
  216. case OptionsTab::BONUS:
  217. {
  218. switch(settings.bonus)
  219. {
  220. case PlayerSettings::RANDOM:
  221. return CGI->generaltexth->allTexts[86]; //{Random Bonus}
  222. case PlayerSettings::ARTIFACT:
  223. return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  224. case PlayerSettings::GOLD:
  225. return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  226. case PlayerSettings::RESOURCE:
  227. return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  228. }
  229. }
  230. }
  231. return "";
  232. }
  233. std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
  234. {
  235. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  236. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  237. switch(type)
  238. {
  239. case TOWN:
  240. return getName();
  241. case HERO:
  242. {
  243. if(settings.hero >= 0)
  244. return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->name;
  245. return getName();
  246. }
  247. case BONUS:
  248. {
  249. switch(settings.bonus)
  250. {
  251. case PlayerSettings::GOLD:
  252. return CGI->generaltexth->allTexts[87]; //500-1000
  253. case PlayerSettings::RESOURCE:
  254. {
  255. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  256. {
  257. case Res::MERCURY:
  258. return CGI->generaltexth->allTexts[694];
  259. case Res::SULFUR:
  260. return CGI->generaltexth->allTexts[695];
  261. case Res::CRYSTAL:
  262. return CGI->generaltexth->allTexts[692];
  263. case Res::GEMS:
  264. return CGI->generaltexth->allTexts[693];
  265. case Res::WOOD_AND_ORE:
  266. 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
  267. }
  268. }
  269. }
  270. }
  271. }
  272. return "";
  273. }
  274. std::string OptionsTab::CPlayerSettingsHelper::getDescription()
  275. {
  276. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  277. switch(type)
  278. {
  279. case TOWN:
  280. return CGI->generaltexth->allTexts[104];
  281. case HERO:
  282. return CGI->generaltexth->allTexts[102];
  283. case BONUS:
  284. {
  285. switch(settings.bonus)
  286. {
  287. case PlayerSettings::RANDOM:
  288. return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  289. case PlayerSettings::ARTIFACT:
  290. return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  291. case PlayerSettings::GOLD:
  292. return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  293. case PlayerSettings::RESOURCE:
  294. {
  295. switch((*CGI->townh)[factionIndex]->town->primaryRes)
  296. {
  297. case Res::MERCURY:
  298. return CGI->generaltexth->allTexts[690];
  299. case Res::SULFUR:
  300. return CGI->generaltexth->allTexts[691];
  301. case Res::CRYSTAL:
  302. return CGI->generaltexth->allTexts[688];
  303. case Res::GEMS:
  304. return CGI->generaltexth->allTexts[689];
  305. case Res::WOOD_AND_ORE:
  306. 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
  307. }
  308. }
  309. }
  310. }
  311. }
  312. return "";
  313. }
  314. OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
  315. : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
  316. {
  317. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  318. int value = PlayerSettings::NONE;
  319. switch(CPlayerSettingsHelper::type)
  320. {
  321. break;
  322. case TOWN:
  323. value = settings.castle;
  324. break;
  325. case HERO:
  326. value = settings.hero;
  327. break;
  328. case BONUS:
  329. value = settings.bonus;
  330. }
  331. if(value == PlayerSettings::RANDOM)
  332. genBonusWindow();
  333. else if(CPlayerSettingsHelper::type == BONUS)
  334. genBonusWindow();
  335. else if(CPlayerSettingsHelper::type == HERO)
  336. genHeroWindow();
  337. else if(CPlayerSettingsHelper::type == TOWN)
  338. genTownWindow();
  339. center();
  340. }
  341. void OptionsTab::CPlayerOptionTooltipBox::genHeader()
  342. {
  343. backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
  344. updateShadow();
  345. labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, CENTER, Colors::YELLOW, getTitle());
  346. labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, CENTER, Colors::WHITE, getSubtitle());
  347. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
  348. }
  349. void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
  350. {
  351. pos = Rect(0, 0, 228, 290);
  352. genHeader();
  353. labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
  354. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  355. std::vector<std::shared_ptr<CComponent>> components;
  356. const CTown * town = (*CGI->townh)[factionIndex]->town;
  357. for(auto & elem : town->creatures)
  358. {
  359. if(!elem.empty())
  360. components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
  361. }
  362. boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
  363. }
  364. void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
  365. {
  366. pos = Rect(0, 0, 292, 226);
  367. genHeader();
  368. labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
  369. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  370. imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
  371. labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->specName);
  372. }
  373. void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
  374. {
  375. pos = Rect(0, 0, 228, 162);
  376. genHeader();
  377. textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, CENTER, Colors::WHITE);
  378. }
  379. OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
  380. : CIntObject(RCLICK, position), CPlayerSettingsHelper(settings, type)
  381. {
  382. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  383. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex());
  384. subtitle = std::make_shared<CLabel>(23, 39, FONT_TINY, CENTER, Colors::WHITE, getName());
  385. pos = image->pos;
  386. }
  387. void OptionsTab::SelectedBox::update()
  388. {
  389. image->setFrame(getImageIndex());
  390. subtitle->setText(getName());
  391. }
  392. void OptionsTab::SelectedBox::clickRight(tribool down, bool previousState)
  393. {
  394. if(down)
  395. {
  396. // cases when we do not need to display a message
  397. if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
  398. return;
  399. if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
  400. return;
  401. GH.pushIntT<CPlayerOptionTooltipBox>(*this);
  402. }
  403. }
  404. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
  405. : pi(SEL->getPlayerInfo(S.color.getNum())), s(S), parentTab(parent)
  406. {
  407. OBJ_CONSTRUCTION;
  408. defActions |= SHARE_POS;
  409. int serial = 0;
  410. for(int g = 0; g < s.color.getNum(); ++g)
  411. {
  412. auto itred = SEL->getPlayerInfo(g);
  413. if(itred.canComputerPlay || itred.canHumanPlay)
  414. serial++;
  415. }
  416. pos.x += 54;
  417. pos.y += 122 + serial * 50;
  418. assert(CSH->mi && CSH->mi->mapHeader);
  419. const PlayerInfo & p = SEL->getPlayerInfo(s.color.getNum());
  420. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  421. if(p.canHumanPlay && p.canComputerPlay)
  422. whoCanPlay = HUMAN_OR_CPU;
  423. else if(p.canComputerPlay)
  424. whoCanPlay = CPU;
  425. else
  426. whoCanPlay = HUMAN;
  427. static std::string flags[] =
  428. {
  429. "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  430. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
  431. };
  432. static std::string bgs[] =
  433. {
  434. "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  435. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
  436. };
  437. background = std::make_shared<CPicture>(bgs[s.color.getNum()], 0, 0);
  438. labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, EAlignment::CENTER, Colors::WHITE, s.name);
  439. 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]);
  440. if(SEL->screenType == ESelectionScreen::newGame)
  441. {
  442. buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s.color));
  443. buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s.color));
  444. buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s.color));
  445. buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s.color));
  446. buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s.color));
  447. buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s.color));
  448. }
  449. hideUnavailableButtons();
  450. if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s.color.getNum()).canHumanPlay)
  451. {
  452. flag = std::make_shared<CButton>(
  453. Point(-43, 2),
  454. flags[s.color.getNum()],
  455. CGI->generaltexth->zelp[180],
  456. std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, s)
  457. );
  458. flag->hoverable = true;
  459. flag->block(CSH->isGuest());
  460. }
  461. else
  462. flag = nullptr;
  463. town = std::make_shared<SelectedBox>(Point(119, 2), s, TOWN);
  464. hero = std::make_shared<SelectedBox>(Point(195, 2), s, HERO);
  465. bonus = std::make_shared<SelectedBox>(Point(271, 2), s, BONUS);
  466. }
  467. void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
  468. {
  469. if(ps.isControlledByAI() || humanPlayers > 1)
  470. CSH->setPlayer(ps.color);
  471. }
  472. void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
  473. {
  474. if(!buttonTownLeft)
  475. return;
  476. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s.color);
  477. if((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer)
  478. {
  479. buttonTownLeft->disable();
  480. buttonTownRight->disable();
  481. }
  482. else
  483. {
  484. buttonTownLeft->enable();
  485. buttonTownRight->enable();
  486. }
  487. if((pi.defaultHero() != -1 || s.castle < 0) //fixed hero
  488. || foreignPlayer) //or not our player
  489. {
  490. buttonHeroLeft->disable();
  491. buttonHeroRight->disable();
  492. }
  493. else
  494. {
  495. buttonHeroLeft->enable();
  496. buttonHeroRight->enable();
  497. }
  498. if(foreignPlayer)
  499. {
  500. buttonBonusLeft->disable();
  501. buttonBonusRight->disable();
  502. }
  503. else
  504. {
  505. buttonBonusLeft->enable();
  506. buttonBonusRight->enable();
  507. }
  508. }