playerparams.cpp 6.0 KB

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  1. /*
  2. * playerparams.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 "playerparams.h"
  12. #include "ui_playerparams.h"
  13. #include "mapsettings/abstractsettings.h"
  14. #include "../lib/constants/StringConstants.h"
  15. #include "../lib/entities/faction/CTownHandler.h"
  16. #include "../lib/mapping/CMap.h"
  17. PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) :
  18. QWidget(parent),
  19. ui(new Ui::PlayerParams),
  20. controller(ctrl)
  21. {
  22. ui->setupUi(this);
  23. //set colors and teams
  24. ui->teamId->addItem(tr("No team"), QVariant(TeamID::NO_TEAM));
  25. for(int i = 0, index = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
  26. {
  27. if(i == playerId || !controller.map()->players[i].canAnyonePlay())
  28. {
  29. MetaString str;
  30. str.appendName(PlayerColor(i));
  31. ui->playerColorCombo->addItem(QString::fromStdString(str.toString()), QVariant(i));
  32. if(i == playerId)
  33. ui->playerColorCombo->setCurrentIndex(index);
  34. ++index;
  35. }
  36. //add teams
  37. ui->teamId->addItem(QString::number(i + 1), QVariant(i));
  38. }
  39. playerColor = playerId;
  40. assert(controller.map()->players.size() > playerColor);
  41. playerInfo = controller.map()->players[playerColor];
  42. ui->teamId->setCurrentIndex(playerInfo.team == TeamID::NO_TEAM ? 0 : playerInfo.team.getNum() + 1);
  43. //load factions
  44. for(auto idx : LIBRARY->townh->getAllowedFactions())
  45. {
  46. const auto & faction = LIBRARY->townh->objects.at(idx);
  47. auto * item = new QListWidgetItem(QString::fromStdString(faction->getNameTranslated()));
  48. item->setData(Qt::UserRole, QVariant::fromValue(idx.getNum()));
  49. item->setFlags(item->flags() | Qt::ItemIsUserCheckable);
  50. ui->allowedFactions->addItem(item);
  51. if(playerInfo.allowedFactions.count(idx))
  52. item->setCheckState(Qt::Checked);
  53. else
  54. item->setCheckState(Qt::Unchecked);
  55. }
  56. QObject::connect(ui->allowedFactions, SIGNAL(itemChanged(QListWidgetItem*)),
  57. this, SLOT(allowedFactionsCheck(QListWidgetItem*)));
  58. //load checks
  59. bool canHumanPlay = playerInfo.canHumanPlay; //need variable to restore after signal received
  60. playerInfo.canComputerPlay = true; //computer always can play
  61. ui->radioCpu->setChecked(true);
  62. if(canHumanPlay)
  63. ui->radioHuman->setChecked(true);
  64. if(playerInfo.isFactionRandom)
  65. ui->randomFaction->setChecked(true);
  66. if(playerInfo.generateHeroAtMainTown)
  67. ui->generateHero->setChecked(true);
  68. //load towns
  69. int foundMainTown = -1;
  70. for(int i = 0, townIndex = 0; i < controller.map()->objects.size(); ++i)
  71. {
  72. if(auto town = dynamic_cast<CGTownInstance*>(controller.map()->objects.at(i).get()))
  73. {
  74. auto * ctown = town->getTown();
  75. if(ctown && town->getOwner().getNum() == playerColor)
  76. {
  77. if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
  78. foundMainTown = townIndex;
  79. const auto name = AbstractSettings::getTownName(*controller.map(), i);
  80. ui->mainTown->addItem(tr(name.c_str()), QVariant::fromValue(i));
  81. ++townIndex;
  82. }
  83. }
  84. }
  85. if(foundMainTown > -1)
  86. {
  87. ui->mainTown->setCurrentIndex(foundMainTown + 1);
  88. }
  89. else
  90. {
  91. ui->generateHero->setEnabled(false);
  92. playerInfo.hasMainTown = false;
  93. playerInfo.generateHeroAtMainTown = false;
  94. playerInfo.posOfMainTown = int3(-1, -1, -1);
  95. }
  96. ui->playerColor->setTitle(tr("Player ID: %1").arg(playerId));
  97. show();
  98. }
  99. PlayerParams::~PlayerParams()
  100. {
  101. delete ui;
  102. }
  103. void PlayerParams::on_radioHuman_toggled(bool checked)
  104. {
  105. if(checked)
  106. playerInfo.canHumanPlay = true;
  107. }
  108. void PlayerParams::on_radioCpu_toggled(bool checked)
  109. {
  110. if(checked)
  111. playerInfo.canHumanPlay = false;
  112. }
  113. void PlayerParams::on_generateHero_stateChanged(int arg1)
  114. {
  115. playerInfo.generateHeroAtMainTown = ui->generateHero->isChecked();
  116. }
  117. void PlayerParams::on_randomFaction_stateChanged(int arg1)
  118. {
  119. playerInfo.isFactionRandom = ui->randomFaction->isChecked();
  120. }
  121. void PlayerParams::allowedFactionsCheck(QListWidgetItem * item)
  122. {
  123. if(item->checkState() == Qt::Checked)
  124. playerInfo.allowedFactions.insert(FactionID(item->data(Qt::UserRole).toInt()));
  125. else
  126. playerInfo.allowedFactions.erase(FactionID(item->data(Qt::UserRole).toInt()));
  127. }
  128. void PlayerParams::on_mainTown_currentIndexChanged(int index)
  129. {
  130. if(index == 0) //default
  131. {
  132. ui->generateHero->setEnabled(false);
  133. ui->generateHero->setChecked(false);
  134. playerInfo.hasMainTown = false;
  135. playerInfo.posOfMainTown = int3(-1, -1, -1);
  136. }
  137. else
  138. {
  139. ui->generateHero->setEnabled(true);
  140. auto town = controller.map()->objects.at(ui->mainTown->currentData().toInt());
  141. playerInfo.hasMainTown = true;
  142. playerInfo.posOfMainTown = town->pos;
  143. }
  144. }
  145. void PlayerParams::on_teamId_activated(int index)
  146. {
  147. playerInfo.team.setNum(ui->teamId->currentData().toInt());
  148. }
  149. void PlayerParams::on_playerColorCombo_activated(int index)
  150. {
  151. int data = ui->playerColorCombo->currentData().toInt();
  152. if(data != playerColor)
  153. {
  154. controller.map()->players[playerColor].canHumanPlay = false;
  155. controller.map()->players[playerColor].canComputerPlay = false;
  156. playerColor = data;
  157. }
  158. }
  159. void PlayerParams::on_townSelect_clicked()
  160. {
  161. auto pred = [this](const CGObjectInstance * obj) -> bool
  162. {
  163. if(auto town = dynamic_cast<const CGTownInstance*>(obj))
  164. return town->getOwner().getNum() == playerColor;
  165. return false;
  166. };
  167. for(int lvl : {0, 1})
  168. {
  169. auto & l = controller.scene(lvl)->objectPickerView;
  170. l.highlight(pred);
  171. l.update();
  172. QObject::connect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
  173. }
  174. controller.settingsDialog->hide();
  175. }
  176. void PlayerParams::onTownPicked(const CGObjectInstance * obj)
  177. {
  178. controller.settingsDialog->show();
  179. for(int lvl : {0, 1})
  180. {
  181. auto & l = controller.scene(lvl)->objectPickerView;
  182. l.clear();
  183. l.update();
  184. QObject::disconnect(&l, &ObjectPickerLayer::selectionMade, this, &PlayerParams::onTownPicked);
  185. }
  186. if(!obj) //discarded
  187. return;
  188. for(int i = 0; i < ui->mainTown->count(); ++i)
  189. {
  190. auto town = controller.map()->objects.at(ui->mainTown->itemData(i).toInt());
  191. if(town.get() == obj)
  192. {
  193. ui->mainTown->setCurrentIndex(i);
  194. break;
  195. }
  196. }
  197. }