| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391 | 
/* * CMapEditManager.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#pragma once#include "../CRandomGenerator.h"#include "../int3.h"#include "../GameConstants.h"class CGObjectInstance;class CTerrainViewPatternConfig;struct TerrainViewPattern;class CMap;/// Represents a map rectangle.struct DLL_LINKAGE MapRect{	MapRect();	MapRect(int3 pos, si32 width, si32 height);	si32 x, y, z;	si32 width, height;	si32 left() const;	si32 right() const;	si32 top() const;	si32 bottom() const;	int3 topLeft() const; /// Top left corner of this rect.	int3 topRight() const; /// Top right corner of this rect.	int3 bottomLeft() const; /// Bottom left corner of this rect.	int3 bottomRight() const; /// Bottom right corner of this rect.	/// Returns a MapRect of the intersection of this rectangle and the given one.	MapRect operator&(const MapRect & rect) const;	template<typename Func>	void forEach(Func f) const	{		for(int j = y; j < bottom(); ++j)		{			for(int i = x; i < right(); ++i)			{				f(int3(i, j, z));			}		}	}};/// Generic selection class to select any typetemplate<typename T>class DLL_LINKAGE CMapSelection{public:	explicit CMapSelection(CMap * map) : map(map) { }	virtual ~CMapSelection() { };	void select(const T & item)	{		selectedItems.insert(item);	}	void deselect(const T & item)	{		selectedItems.erase(item);	}	std::set<T> getSelectedItems()	{		return selectedItems;	}	CMap * getMap() { return map; }	virtual void selectRange(const MapRect & rect) { }	virtual void deselectRange(const MapRect & rect) { }	virtual void selectAll() { }	virtual void clearSelection() { }private:	std::set<T> selectedItems;	CMap * map;};/// Selection class to select terrain.class DLL_LINKAGE CTerrainSelection : public CMapSelection<int3>{public:	explicit CTerrainSelection(CMap * map);	void selectRange(const MapRect & rect) override;	void deselectRange(const MapRect & rect) override;	void selectAll() override;	void clearSelection() override;	void setSelection(std::vector<int3> & vec);};/// Selection class to select objects.class DLL_LINKAGE CObjectSelection: public CMapSelection<CGObjectInstance *>{public:	explicit CObjectSelection(CMap * map);};/// The abstract base class CMapOperation defines an operation that can be executed, undone and redone.class DLL_LINKAGE CMapOperation : public boost::noncopyable{public:	explicit CMapOperation(CMap * map);	virtual ~CMapOperation() { };	virtual void execute() = 0;	virtual void undo() = 0;	virtual void redo() = 0;	virtual std::string getLabel() const = 0; /// Returns a display-able name of the operation.protected:		MapRect extendTileAround(const int3 & centerPos) const;	MapRect extendTileAroundSafely(const int3 & centerPos) const; /// doesn't exceed map size			static const int FLIP_PATTERN_HORIZONTAL = 1;	static const int FLIP_PATTERN_VERTICAL = 2;	static const int FLIP_PATTERN_BOTH = 3;			CMap * map;};/// The CMapUndoManager provides the functionality to save operations and undo/redo them.class DLL_LINKAGE CMapUndoManager : boost::noncopyable{public:	CMapUndoManager();	void undo();	void redo();	void clearAll();	/// The undo redo limit is a number which says how many undo/redo items can be saved. The default	/// value is 10. If the value is 0, no undo/redo history will be maintained.	int getUndoRedoLimit() const;	void setUndoRedoLimit(int value);	const CMapOperation * peekRedo() const;	const CMapOperation * peekUndo() const;	void addOperation(std::unique_ptr<CMapOperation> && operation); /// Client code does not need to call this method.private:	typedef std::list<std::unique_ptr<CMapOperation> > TStack;	void doOperation(TStack & fromStack, TStack & toStack, bool doUndo);	const CMapOperation * peek(const TStack & stack) const;	TStack undoStack;	TStack redoStack;	int undoRedoLimit;};/// The map edit manager provides functionality for drawing terrain and placing/// objects on the map.class DLL_LINKAGE CMapEditManager : boost::noncopyable{public:	CMapEditManager(CMap * map);	CMap * getMap();	/// Clears the terrain. The free level is filled with water and the underground level with rock.	void clearTerrain(CRandomGenerator * gen = nullptr);	/// Draws terrain at the current terrain selection. The selection will be cleared automatically.	void drawTerrain(ETerrainType terType, CRandomGenerator * gen = nullptr);		/// Draws roads at the current terrain selection. The selection will be cleared automatically.	void drawRoad(ERoadType::ERoadType roadType, CRandomGenerator * gen = nullptr);		void insertObject(CGObjectInstance * obj, const int3 & pos);		CTerrainSelection & getTerrainSelection();	CObjectSelection & getObjectSelection();	CMapUndoManager & getUndoManager();private:	void execute(std::unique_ptr<CMapOperation> && operation);	CMap * map;	CMapUndoManager undoManager;	CRandomGenerator gen;	CTerrainSelection terrainSel;	CObjectSelection objectSel;};/* ---------------------------------------------------------------------------- *//* Implementation/Detail classes, Private API *//* ---------------------------------------------------------------------------- *//// The CComposedOperation is an operation which consists of several operations.class CComposedOperation : public CMapOperation{public:	CComposedOperation(CMap * map);	void execute() override;	void undo() override;	void redo() override;	void addOperation(std::unique_ptr<CMapOperation> && operation);private:	std::list<std::unique_ptr<CMapOperation> > operations;};namespace ETerrainGroup{	enum ETerrainGroup	{		NORMAL,		DIRT,		SAND,		WATER,		ROCK	};}/// The terrain view pattern describes a specific composition of terrain tiles/// in a 3x3 matrix and notes which terrain view frame numbers can be used.struct DLL_LINKAGE TerrainViewPattern{	struct WeightedRule	{		WeightedRule();		/// Gets true if this rule is a standard rule which means that it has a value of one of the RULE_* constants.		bool isStandardRule() const;		/// The name of the rule. Can be any value of the RULE_* constants or a ID of a another pattern.		std::string name;		/// Optional. A rule can have points. Patterns may have a minimum count of points to reach to be successful.		int points;	};	static const int PATTERN_DATA_SIZE = 9;	/// Constant for the flip mode different images. Pattern will be flipped and different images will be used(mapping area is divided into 4 parts)	static const std::string FLIP_MODE_DIFF_IMAGES;	/// Constant for the rule dirt, meaning a dirty border is required.	static const std::string RULE_DIRT;	/// Constant for the rule sand, meaning a sandy border is required.	static const std::string RULE_SAND;	/// Constant for the rule transition, meaning a dirty OR sandy border is required.	static const std::string RULE_TRANSITION;	/// Constant for the rule native, meaning a native border is required.	static const std::string RULE_NATIVE;	/// Constant for the rule native strong, meaning a native type is required.	static const std::string RULE_NATIVE_STRONG;	/// Constant for the rule any, meaning a native type, dirty OR sandy border is required.	static const std::string RULE_ANY;	TerrainViewPattern();	/// The pattern data can be visualized as a 3x3 matrix:	/// [ ][ ][ ]	/// [ ][ ][ ]	/// [ ][ ][ ]	///	/// The box in the center belongs always to the native terrain type and	/// is the point of origin. Depending on the terrain type different rules	/// can be used. Their meaning differs also from type to type.	///	/// std::vector -> several rules can be used in one cell	std::array<std::vector<WeightedRule>, PATTERN_DATA_SIZE> data;	/// The identifier of the pattern, if it's referenced from a another pattern.	std::string id;	/// This describes the mapping between this pattern and the corresponding range of frames	/// which should be used for the ter view.	///	/// std::vector -> size=1: typical, size=2: if this pattern should map to two different types of borders	/// std::pair   -> 1st value: lower range, 2nd value: upper range	std::vector<std::pair<int, int> > mapping;	/// If diffImages is true, different images/frames are used to place a rotated terrain view. If it's false	/// the same frame will be used and rotated.	bool diffImages;	/// The rotationTypesCount is only used if diffImages is true and holds the number how many rotation types(horizontal, etc...)	/// are supported.	int rotationTypesCount;	/// The minimum and maximum points to reach to validate the pattern successfully.	int minPoints, maxPoints;};/// The terrain view pattern config loads pattern data from the filesystem.class DLL_LINKAGE CTerrainViewPatternConfig : public boost::noncopyable{public:	CTerrainViewPatternConfig();	~CTerrainViewPatternConfig();	const std::vector<TerrainViewPattern> & getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const;	boost::optional<const TerrainViewPattern &> getTerrainViewPatternById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const;	const TerrainViewPattern & getTerrainTypePatternById(const std::string & id) const;	ETerrainGroup::ETerrainGroup getTerrainGroup(const std::string & terGroup) const;private:	std::map<ETerrainGroup::ETerrainGroup, std::vector<TerrainViewPattern> > terrainViewPatterns;	std::map<std::string, TerrainViewPattern> terrainTypePatterns;};/// The CDrawTerrainOperation class draws a terrain area on the map.class CDrawTerrainOperation : public CMapOperation{public:	CDrawTerrainOperation(CMap * map, const CTerrainSelection & terrainSel, ETerrainType terType, CRandomGenerator * gen);	void execute() override;	void undo() override;	void redo() override;	std::string getLabel() const override;private:	struct ValidationResult	{		ValidationResult(bool result, const std::string & transitionReplacement = "");		bool result;		/// The replacement of a T rule, either D or S.		std::string transitionReplacement;		int flip;	};	struct InvalidTiles	{		std::set<int3> foreignTiles, nativeTiles;		bool centerPosValid;		InvalidTiles() : centerPosValid(false) { }	};	void updateTerrainTypes();	void invalidateTerrainViews(const int3 & centerPos);	InvalidTiles getInvalidTiles(const int3 & centerPos) const;	void updateTerrainViews();	ETerrainGroup::ETerrainGroup getTerrainGroup(ETerrainType terType) const;	/// Validates the terrain view of the given position and with the given pattern. The first method wraps the	/// second method to validate the terrain view with the given pattern in all four flip directions(horizontal, vertical).	ValidationResult validateTerrainView(const int3 & pos, const TerrainViewPattern & pattern, int recDepth = 0) const;	ValidationResult validateTerrainViewInner(const int3 & pos, const TerrainViewPattern & pattern, int recDepth = 0) const;	/// Tests whether the given terrain type is a sand type. Sand types are: Water, Sand and Rock	bool isSandType(ETerrainType terType) const;	void flipPattern(TerrainViewPattern & pattern, int flip) const;	CTerrainSelection terrainSel;	ETerrainType terType;	CRandomGenerator * gen;	std::set<int3> invalidatedTerViews;};class DLL_LINKAGE CTerrainViewPatternUtils{public:	static void printDebuggingInfoAboutTile(const CMap * map, int3 pos);};/// The CClearTerrainOperation clears+initializes the terrain.class CClearTerrainOperation : public CComposedOperation{public:	CClearTerrainOperation(CMap * map, CRandomGenerator * gen);	std::string getLabel() const override;private:};/// The CInsertObjectOperation class inserts an object to the map.class CInsertObjectOperation : public CMapOperation{public:	CInsertObjectOperation(CMap * map, CGObjectInstance * obj, const int3 & pos);	void execute() override;	void undo() override;	void redo() override;	std::string getLabel() const override;private:	int3 pos;	CGObjectInstance * obj;};
 |