OptionsTab.cpp 19 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/Slider.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/CMapInfo.h"
  31. #include "../../lib/mapping/CMapHeader.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, ETextAlignment::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, ETextAlignment::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, ETextAlignment::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, ETextAlignment::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, ETextAlignment::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, ETextAlignment::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(), Orientation::HORIZONTAL, CSlider::BLUE);
  47. sliderTurnDuration->setScrollBounds(Rect(-3, -25, 337, 43));
  48. sliderTurnDuration->setPanningStep(20);
  49. labelPlayerTurnDuration = std::make_shared<CLabel>(222, 538, FONT_SMALL, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[521]);
  50. labelTurnDurationValue = std::make_shared<CLabel>(319, 559, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  51. }
  52. }
  53. void OptionsTab::recreate()
  54. {
  55. entries.clear();
  56. humanPlayers = 0;
  57. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  58. for(auto & pInfo : SEL->getStartInfo()->playerInfos)
  59. {
  60. if(pInfo.second.isControlledByHuman())
  61. humanPlayers++;
  62. entries.insert(std::make_pair(pInfo.first, std::make_shared<PlayerOptionsEntry>(pInfo.second, * this)));
  63. }
  64. if(sliderTurnDuration)
  65. {
  66. sliderTurnDuration->scrollTo(vstd::find_pos(GameConstants::POSSIBLE_TURNTIME, SEL->getStartInfo()->turnTime));
  67. labelTurnDurationValue->setText(CGI->generaltexth->turnDurations[sliderTurnDuration->getValue()]);
  68. }
  69. }
  70. size_t OptionsTab::CPlayerSettingsHelper::getImageIndex()
  71. {
  72. enum EBonusSelection //frames of bonuses file
  73. {
  74. WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
  75. MERCURY = 3, SULFUR = 5, GOLD = 8,
  76. ARTIFACT = 9, RANDOM = 10,
  77. WOOD = 0, ORE = 0, MITHRIL = 10, // resources unavailable in bonuses file
  78. TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
  79. HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
  80. };
  81. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  82. switch(type)
  83. {
  84. case TOWN:
  85. switch(settings.castle)
  86. {
  87. case PlayerSettings::NONE:
  88. return TOWN_NONE;
  89. case PlayerSettings::RANDOM:
  90. return TOWN_RANDOM;
  91. default:
  92. return (*CGI->townh)[factionIndex]->town->clientInfo.icons[true][false] + 2;
  93. }
  94. case HERO:
  95. switch(settings.hero)
  96. {
  97. case PlayerSettings::NONE:
  98. return HERO_NONE;
  99. case PlayerSettings::RANDOM:
  100. return HERO_RANDOM;
  101. default:
  102. {
  103. if(settings.heroPortrait >= 0)
  104. return settings.heroPortrait;
  105. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  106. return (*CGI->heroh)[index]->imageIndex;
  107. }
  108. }
  109. case BONUS:
  110. {
  111. switch(settings.bonus)
  112. {
  113. case PlayerSettings::RANDOM:
  114. return RANDOM;
  115. case PlayerSettings::ARTIFACT:
  116. return ARTIFACT;
  117. case PlayerSettings::GOLD:
  118. return GOLD;
  119. case PlayerSettings::RESOURCE:
  120. {
  121. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  122. {
  123. case EGameResID::WOOD_AND_ORE:
  124. return WOOD_ORE;
  125. case EGameResID::WOOD:
  126. return WOOD;
  127. case EGameResID::MERCURY:
  128. return MERCURY;
  129. case EGameResID::ORE:
  130. return ORE;
  131. case EGameResID::SULFUR:
  132. return SULFUR;
  133. case EGameResID::CRYSTAL:
  134. return CRYSTAL;
  135. case EGameResID::GEMS:
  136. return GEM;
  137. case EGameResID::GOLD:
  138. return GOLD;
  139. case EGameResID::MITHRIL:
  140. return MITHRIL;
  141. }
  142. }
  143. }
  144. }
  145. }
  146. return 0;
  147. }
  148. std::string OptionsTab::CPlayerSettingsHelper::getImageName()
  149. {
  150. switch(type)
  151. {
  152. case OptionsTab::TOWN:
  153. return "ITPA";
  154. case OptionsTab::HERO:
  155. return "PortraitsSmall";
  156. case OptionsTab::BONUS:
  157. return "SCNRSTAR";
  158. }
  159. return "";
  160. }
  161. std::string OptionsTab::CPlayerSettingsHelper::getName()
  162. {
  163. switch(type)
  164. {
  165. case TOWN:
  166. {
  167. switch(settings.castle)
  168. {
  169. case PlayerSettings::NONE:
  170. return CGI->generaltexth->allTexts[523];
  171. case PlayerSettings::RANDOM:
  172. return CGI->generaltexth->allTexts[522];
  173. default:
  174. {
  175. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  176. return (*CGI->townh)[factionIndex]->getNameTranslated();
  177. }
  178. }
  179. }
  180. case HERO:
  181. {
  182. switch(settings.hero)
  183. {
  184. case PlayerSettings::NONE:
  185. return CGI->generaltexth->allTexts[523];
  186. case PlayerSettings::RANDOM:
  187. return CGI->generaltexth->allTexts[522];
  188. default:
  189. {
  190. if(!settings.heroName.empty())
  191. return settings.heroName;
  192. auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  193. return (*CGI->heroh)[index]->getNameTranslated();
  194. }
  195. }
  196. }
  197. case BONUS:
  198. {
  199. switch(settings.bonus)
  200. {
  201. case PlayerSettings::RANDOM:
  202. return CGI->generaltexth->allTexts[522];
  203. default:
  204. return CGI->generaltexth->arraytxt[214 + settings.bonus];
  205. }
  206. }
  207. }
  208. return "";
  209. }
  210. std::string OptionsTab::CPlayerSettingsHelper::getTitle()
  211. {
  212. switch(type)
  213. {
  214. case OptionsTab::TOWN:
  215. return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
  216. case OptionsTab::HERO:
  217. return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
  218. case OptionsTab::BONUS:
  219. {
  220. switch(settings.bonus)
  221. {
  222. case PlayerSettings::RANDOM:
  223. return CGI->generaltexth->allTexts[86]; //{Random Bonus}
  224. case PlayerSettings::ARTIFACT:
  225. return CGI->generaltexth->allTexts[83]; //{Artifact Bonus}
  226. case PlayerSettings::GOLD:
  227. return CGI->generaltexth->allTexts[84]; //{Gold Bonus}
  228. case PlayerSettings::RESOURCE:
  229. return CGI->generaltexth->allTexts[85]; //{Resource Bonus}
  230. }
  231. }
  232. }
  233. return "";
  234. }
  235. std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
  236. {
  237. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  238. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  239. switch(type)
  240. {
  241. case TOWN:
  242. return getName();
  243. case HERO:
  244. {
  245. if(settings.hero >= 0)
  246. return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
  247. return getName();
  248. }
  249. case BONUS:
  250. {
  251. switch(settings.bonus)
  252. {
  253. case PlayerSettings::GOLD:
  254. return CGI->generaltexth->allTexts[87]; //500-1000
  255. case PlayerSettings::RESOURCE:
  256. {
  257. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  258. {
  259. case EGameResID::MERCURY:
  260. return CGI->generaltexth->allTexts[694];
  261. case EGameResID::SULFUR:
  262. return CGI->generaltexth->allTexts[695];
  263. case EGameResID::CRYSTAL:
  264. return CGI->generaltexth->allTexts[692];
  265. case EGameResID::GEMS:
  266. return CGI->generaltexth->allTexts[693];
  267. case EGameResID::WOOD_AND_ORE:
  268. 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
  269. }
  270. }
  271. }
  272. }
  273. }
  274. return "";
  275. }
  276. std::string OptionsTab::CPlayerSettingsHelper::getDescription()
  277. {
  278. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  279. switch(type)
  280. {
  281. case TOWN:
  282. return CGI->generaltexth->allTexts[104];
  283. case HERO:
  284. return CGI->generaltexth->allTexts[102];
  285. case BONUS:
  286. {
  287. switch(settings.bonus)
  288. {
  289. case PlayerSettings::RANDOM:
  290. return CGI->generaltexth->allTexts[94]; //Gold, wood and ore, or an artifact is randomly chosen as your starting bonus
  291. case PlayerSettings::ARTIFACT:
  292. return CGI->generaltexth->allTexts[90]; //An artifact is randomly chosen and equipped to your starting hero
  293. case PlayerSettings::GOLD:
  294. return CGI->generaltexth->allTexts[92]; //At the start of the game, 500-1000 gold is added to your Kingdom's resource pool
  295. case PlayerSettings::RESOURCE:
  296. {
  297. switch((*CGI->townh)[factionIndex]->town->primaryRes.toEnum())
  298. {
  299. case EGameResID::MERCURY:
  300. return CGI->generaltexth->allTexts[690];
  301. case EGameResID::SULFUR:
  302. return CGI->generaltexth->allTexts[691];
  303. case EGameResID::CRYSTAL:
  304. return CGI->generaltexth->allTexts[688];
  305. case EGameResID::GEMS:
  306. return CGI->generaltexth->allTexts[689];
  307. case EGameResID::WOOD_AND_ORE:
  308. 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
  309. }
  310. }
  311. }
  312. }
  313. }
  314. return "";
  315. }
  316. OptionsTab::CPlayerOptionTooltipBox::CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper)
  317. : CWindowObject(BORDERED | RCLICK_POPUP), CPlayerSettingsHelper(helper)
  318. {
  319. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  320. int value = PlayerSettings::NONE;
  321. switch(CPlayerSettingsHelper::type)
  322. {
  323. break;
  324. case TOWN:
  325. value = settings.castle;
  326. break;
  327. case HERO:
  328. value = settings.hero;
  329. break;
  330. case BONUS:
  331. value = settings.bonus;
  332. }
  333. if(value == PlayerSettings::RANDOM)
  334. genBonusWindow();
  335. else if(CPlayerSettingsHelper::type == BONUS)
  336. genBonusWindow();
  337. else if(CPlayerSettingsHelper::type == HERO)
  338. genHeroWindow();
  339. else if(CPlayerSettingsHelper::type == TOWN)
  340. genTownWindow();
  341. center();
  342. }
  343. void OptionsTab::CPlayerOptionTooltipBox::genHeader()
  344. {
  345. backgroundTexture = std::make_shared<CFilledTexture>("DIBOXBCK", pos);
  346. updateShadow();
  347. labelTitle = std::make_shared<CLabel>(pos.w / 2 + 8, 21, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, getTitle());
  348. labelSubTitle = std::make_shared<CLabel>(pos.w / 2, 88, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getSubtitle());
  349. image = std::make_shared<CAnimImage>(getImageName(), getImageIndex(), 0, pos.w / 2 - 24, 45);
  350. }
  351. void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
  352. {
  353. pos = Rect(0, 0, 228, 290);
  354. genHeader();
  355. labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
  356. auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
  357. std::vector<std::shared_ptr<CComponent>> components;
  358. const CTown * town = (*CGI->townh)[factionIndex]->town;
  359. for(auto & elem : town->creatures)
  360. {
  361. if(!elem.empty())
  362. components.push_back(std::make_shared<CComponent>(CComponent::creature, elem.front(), 0, CComponent::tiny));
  363. }
  364. boxAssociatedCreatures = std::make_shared<CComponentBox>(components, Rect(10, 140, pos.w - 20, 140));
  365. }
  366. void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
  367. {
  368. pos = Rect(0, 0, 292, 226);
  369. genHeader();
  370. labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
  371. auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
  372. imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
  373. labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
  374. }
  375. void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
  376. {
  377. pos = Rect(0, 0, 228, 162);
  378. genHeader();
  379. textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
  380. }
  381. OptionsTab::SelectedBox::SelectedBox(Point position, PlayerSettings & settings, SelType type)
  382. : Scrollable(SHOW_POPUP, position, Orientation::HORIZONTAL)
  383. , CPlayerSettingsHelper(settings, type)
  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. setPanningStep(pos.w);
  390. }
  391. void OptionsTab::SelectedBox::update()
  392. {
  393. image->setFrame(getImageIndex());
  394. subtitle->setText(getName());
  395. }
  396. void OptionsTab::SelectedBox::showPopupWindow()
  397. {
  398. // cases when we do not need to display a message
  399. if(settings.castle == -2 && CPlayerSettingsHelper::type == TOWN)
  400. return;
  401. if(settings.hero == -2 && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
  402. return;
  403. GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
  404. }
  405. void OptionsTab::SelectedBox::scrollBy(int distance)
  406. {
  407. // FIXME: currently options tab is completely recreacted from scratch whenever we receive any information from server
  408. // because of that, panning event gets interrupted (due to destruction of element)
  409. // so, currently, gesture will always move selection only by 1, and then wait for recreation from server info
  410. distance = std::clamp(distance, -1, 1);
  411. switch(CPlayerSettingsHelper::type)
  412. {
  413. case TOWN:
  414. CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, distance, settings.color);
  415. break;
  416. case HERO:
  417. CSH->setPlayerOption(LobbyChangePlayerOption::HERO, distance, settings.color);
  418. break;
  419. case BONUS:
  420. CSH->setPlayerOption(LobbyChangePlayerOption::BONUS, distance, settings.color);
  421. break;
  422. }
  423. setScrollingEnabled(false);
  424. }
  425. OptionsTab::PlayerOptionsEntry::PlayerOptionsEntry(const PlayerSettings & S, const OptionsTab & parent)
  426. : pi(std::make_unique<PlayerInfo>(SEL->getPlayerInfo(S.color.getNum())))
  427. , s(std::make_unique<PlayerSettings>(S))
  428. , parentTab(parent)
  429. {
  430. OBJ_CONSTRUCTION;
  431. defActions |= SHARE_POS;
  432. int serial = 0;
  433. for(int g = 0; g < s->color.getNum(); ++g)
  434. {
  435. auto itred = SEL->getPlayerInfo(g);
  436. if(itred.canComputerPlay || itred.canHumanPlay)
  437. serial++;
  438. }
  439. pos.x += 54;
  440. pos.y += 122 + serial * 50;
  441. assert(CSH->mi && CSH->mi->mapHeader);
  442. const PlayerInfo & p = SEL->getPlayerInfo(s->color.getNum());
  443. assert(p.canComputerPlay || p.canHumanPlay); //someone must be able to control this player
  444. if(p.canHumanPlay && p.canComputerPlay)
  445. whoCanPlay = HUMAN_OR_CPU;
  446. else if(p.canComputerPlay)
  447. whoCanPlay = CPU;
  448. else
  449. whoCanPlay = HUMAN;
  450. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> flags =
  451. {{
  452. "AOFLGBR.DEF", "AOFLGBB.DEF", "AOFLGBY.DEF", "AOFLGBG.DEF",
  453. "AOFLGBO.DEF", "AOFLGBP.DEF", "AOFLGBT.DEF", "AOFLGBS.DEF"
  454. }};
  455. static const std::array<std::string, PlayerColor::PLAYER_LIMIT_I> bgs =
  456. {{
  457. "ADOPRPNL.bmp", "ADOPBPNL.bmp", "ADOPYPNL.bmp", "ADOPGPNL.bmp",
  458. "ADOPOPNL.bmp", "ADOPPPNL.bmp", "ADOPTPNL.bmp", "ADOPSPNL.bmp"
  459. }};
  460. background = std::make_shared<CPicture>(bgs[s->color.getNum()], 0, 0);
  461. labelPlayerName = std::make_shared<CLabel>(55, 10, EFonts::FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, s->name);
  462. 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]);
  463. if(SEL->screenType == ESelectionScreen::newGame)
  464. {
  465. buttonTownLeft = std::make_shared<CButton>(Point(107, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[132], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, -1, s->color));
  466. buttonTownRight = std::make_shared<CButton>(Point(168, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[133], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::TOWN, +1, s->color));
  467. buttonHeroLeft = std::make_shared<CButton>(Point(183, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[148], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, -1, s->color));
  468. buttonHeroRight = std::make_shared<CButton>(Point(244, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[149], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::HERO, +1, s->color));
  469. buttonBonusLeft = std::make_shared<CButton>(Point(259, 5), "ADOPLFA.DEF", CGI->generaltexth->zelp[164], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, -1, s->color));
  470. buttonBonusRight = std::make_shared<CButton>(Point(320, 5), "ADOPRTA.DEF", CGI->generaltexth->zelp[165], std::bind(&IServerAPI::setPlayerOption, CSH, LobbyChangePlayerOption::BONUS, +1, s->color));
  471. }
  472. hideUnavailableButtons();
  473. if(SEL->screenType != ESelectionScreen::scenarioInfo && SEL->getPlayerInfo(s->color.getNum()).canHumanPlay)
  474. {
  475. flag = std::make_shared<CButton>(
  476. Point(-43, 2),
  477. flags[s->color.getNum()],
  478. CGI->generaltexth->zelp[180],
  479. std::bind(&OptionsTab::onSetPlayerClicked, &parentTab, *s)
  480. );
  481. flag->hoverable = true;
  482. flag->block(CSH->isGuest());
  483. }
  484. else
  485. flag = nullptr;
  486. town = std::make_shared<SelectedBox>(Point(119, 2), *s, TOWN);
  487. hero = std::make_shared<SelectedBox>(Point(195, 2), *s, HERO);
  488. bonus = std::make_shared<SelectedBox>(Point(271, 2), *s, BONUS);
  489. }
  490. void OptionsTab::onSetPlayerClicked(const PlayerSettings & ps) const
  491. {
  492. if(ps.isControlledByAI() || humanPlayers > 0)
  493. CSH->setPlayer(ps.color);
  494. }
  495. void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
  496. {
  497. if(!buttonTownLeft)
  498. return;
  499. const bool foreignPlayer = CSH->isGuest() && !CSH->isMyColor(s->color);
  500. if((pi->allowedFactions.size() < 2 && !pi->isFactionRandom) || foreignPlayer)
  501. {
  502. buttonTownLeft->disable();
  503. buttonTownRight->disable();
  504. }
  505. else
  506. {
  507. buttonTownLeft->enable();
  508. buttonTownRight->enable();
  509. }
  510. if((pi->defaultHero() != -1 || s->castle < 0) //fixed hero
  511. || foreignPlayer) //or not our player
  512. {
  513. buttonHeroLeft->disable();
  514. buttonHeroRight->disable();
  515. }
  516. else
  517. {
  518. buttonHeroLeft->enable();
  519. buttonHeroRight->enable();
  520. }
  521. if(foreignPlayer)
  522. {
  523. buttonBonusLeft->disable();
  524. buttonBonusRight->disable();
  525. }
  526. else
  527. {
  528. buttonBonusLeft->enable();
  529. buttonBonusRight->enable();
  530. }
  531. }