mapcontroller.cpp 17 KB

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  1. /*
  2. * mapcontroller.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 "mapcontroller.h"
  12. #include "../lib/ArtifactUtils.h"
  13. #include "../lib/GameConstants.h"
  14. #include "../lib/entities/hero/CHeroClass.h"
  15. #include "../lib/entities/hero/CHeroHandler.h"
  16. #include "../lib/mapObjectConstructors/AObjectTypeHandler.h"
  17. #include "../lib/mapObjectConstructors/CObjectClassesHandler.h"
  18. #include "../lib/mapObjects/ObjectTemplate.h"
  19. #include "../lib/mapping/CMapService.h"
  20. #include "../lib/mapping/CMap.h"
  21. #include "../lib/mapping/CMapEditManager.h"
  22. #include "../lib/mapping/ObstacleProxy.h"
  23. #include "../lib/modding/CModHandler.h"
  24. #include "../lib/modding/ModDescription.h"
  25. #include "../lib/TerrainHandler.h"
  26. #include "../lib/CSkillHandler.h"
  27. #include "../lib/spells/CSpellHandler.h"
  28. #include "../lib/CRandomGenerator.h"
  29. #include "../lib/serializer/CMemorySerializer.h"
  30. #include "mapview.h"
  31. #include "scenelayer.h"
  32. #include "maphandler.h"
  33. #include "mainwindow.h"
  34. #include "inspector/inspector.h"
  35. #include "GameLibrary.h"
  36. MapController::MapController(MainWindow * m): main(m)
  37. {
  38. for(int i : {0, 1})
  39. {
  40. _scenes[i].reset(new MapScene(i));
  41. _miniscenes[i].reset(new MinimapScene(i));
  42. }
  43. connectScenes();
  44. }
  45. void MapController::connectScenes()
  46. {
  47. for (int level = 0; level <= 1; level++)
  48. {
  49. //selections for both layers will be handled separately
  50. QObject::connect(_scenes[level].get(), &MapScene::selected, [this, level](bool anythingSelected)
  51. {
  52. main->onSelectionMade(level, anythingSelected);
  53. });
  54. }
  55. }
  56. MapController::~MapController()
  57. {
  58. main = nullptr;
  59. }
  60. const std::unique_ptr<CMap> & MapController::getMapUniquePtr() const
  61. {
  62. return _map;
  63. }
  64. CMap * MapController::map()
  65. {
  66. return _map.get();
  67. }
  68. MapHandler * MapController::mapHandler()
  69. {
  70. return _mapHandler.get();
  71. }
  72. MapScene * MapController::scene(int level)
  73. {
  74. return _scenes[level].get();
  75. }
  76. MinimapScene * MapController::miniScene(int level)
  77. {
  78. return _miniscenes[level].get();
  79. }
  80. void MapController::repairMap()
  81. {
  82. repairMap(map());
  83. }
  84. void MapController::repairMap(CMap * map)
  85. {
  86. if(!map)
  87. return;
  88. //make sure events/rumors has name to have proper identifiers
  89. int emptyNameId = 1;
  90. for(auto & e : map->events)
  91. if(e.name.empty())
  92. e.name = "event_" + std::to_string(emptyNameId++);
  93. emptyNameId = 1;
  94. for(auto & e : map->rumors)
  95. if(e.name.empty())
  96. e.name = "rumor_" + std::to_string(emptyNameId++);
  97. //fix owners for objects
  98. std::vector<CGObjectInstance*> allImpactedObjects;
  99. for (const auto & object : map->objects)
  100. allImpactedObjects.push_back(object.get());
  101. for (const auto & hero : map->getHeroesInPool())
  102. allImpactedObjects.push_back(map->tryGetFromHeroPool(hero));
  103. for(auto obj : allImpactedObjects)
  104. {
  105. //fix flags
  106. if(obj->getOwner() == PlayerColor::UNFLAGGABLE)
  107. {
  108. if(obj->asOwnable())
  109. obj->tempOwner = PlayerColor::NEUTRAL;
  110. }
  111. //fix hero instance
  112. if(auto * nih = dynamic_cast<CGHeroInstance*>(obj))
  113. {
  114. // All heroes present on map or in prisons need to be allowed to rehire them after they are defeated
  115. // FIXME: How about custom scenarios where defeated hero cannot be hired again?
  116. map->allowedHeroes.insert(nih->getHeroTypeID());
  117. auto const & type = LIBRARY->heroh->objects[nih->subID];
  118. assert(type->heroClass);
  119. if(nih->ID == Obj::HERO) //not prison
  120. nih->appearance = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  121. //fix spellbook
  122. if(nih->spellbookContainsSpell(SpellID::SPELLBOOK_PRESET))
  123. {
  124. nih->removeSpellFromSpellbook(SpellID::SPELLBOOK_PRESET);
  125. if(!nih->getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  126. nih->putArtifact(ArtifactPosition::SPELLBOOK, map->createArtifact(ArtifactID::SPELLBOOK));
  127. }
  128. }
  129. //fix town instance
  130. if(auto * tnh = dynamic_cast<CGTownInstance*>(obj))
  131. {
  132. if(tnh->getTown())
  133. {
  134. for(const auto & building : tnh->getBuildings())
  135. {
  136. if(!tnh->getTown()->buildings.count(building))
  137. tnh->removeBuilding(building);
  138. }
  139. vstd::erase_if(tnh->forbiddenBuildings, [tnh](BuildingID bid)
  140. {
  141. return !tnh->getTown()->buildings.count(bid);
  142. });
  143. }
  144. }
  145. //fix spell scrolls
  146. if(auto * art = dynamic_cast<CGArtifact*>(obj))
  147. {
  148. if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact)
  149. {
  150. std::vector<SpellID> out;
  151. for(auto const & spell : LIBRARY->spellh->objects) //spellh size appears to be greater (?)
  152. {
  153. //if(map->isAllowedSpell(spell->id))
  154. {
  155. out.push_back(spell->id);
  156. }
  157. }
  158. auto a = map->createScroll(*RandomGeneratorUtil::nextItem(out, CRandomGenerator::getDefault()));
  159. art->storedArtifact = a;
  160. }
  161. }
  162. //fix mines
  163. if(auto * mine = dynamic_cast<CGMine*>(obj))
  164. {
  165. if(!mine->isAbandoned())
  166. {
  167. mine->producedResource = GameResID(mine->subID);
  168. mine->producedQuantity = mine->defaultResProduction();
  169. }
  170. }
  171. }
  172. }
  173. void MapController::setMap(std::unique_ptr<CMap> cmap)
  174. {
  175. _map = std::move(cmap);
  176. repairMap();
  177. for(int i : {0, 1})
  178. {
  179. _scenes[i].reset(new MapScene(i));
  180. _miniscenes[i].reset(new MinimapScene(i));
  181. }
  182. resetMapHandler();
  183. sceneForceUpdate();
  184. connectScenes();
  185. _map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo)
  186. {
  187. if(!main)
  188. return;
  189. main->enableUndo(allowUndo);
  190. main->enableRedo(allowRedo);
  191. }
  192. );
  193. _map->getEditManager()->getUndoManager().clearAll();
  194. initObstaclePainters(_map.get());
  195. }
  196. void MapController::initObstaclePainters(CMap * map)
  197. {
  198. for (auto const & terrain : LIBRARY->terrainTypeHandler->objects)
  199. {
  200. auto terrainId = terrain->getId();
  201. _obstaclePainters[terrainId] = std::make_unique<EditorObstaclePlacer>(map);
  202. _obstaclePainters[terrainId]->collectPossibleObstacles(terrainId);
  203. }
  204. }
  205. void MapController::sceneForceUpdate()
  206. {
  207. _scenes[0]->updateViews();
  208. _miniscenes[0]->updateViews();
  209. if(_map->twoLevel)
  210. {
  211. _scenes[1]->updateViews();
  212. _miniscenes[1]->updateViews();
  213. }
  214. }
  215. void MapController::sceneForceUpdate(int level)
  216. {
  217. _scenes[level]->updateViews();
  218. _miniscenes[level]->updateViews();
  219. }
  220. void MapController::resetMapHandler()
  221. {
  222. if(!_mapHandler)
  223. _mapHandler.reset(new MapHandler());
  224. _mapHandler->reset(map());
  225. for(int i : {0, 1})
  226. {
  227. _scenes[i]->initialize(*this);
  228. _miniscenes[i]->initialize(*this);
  229. }
  230. }
  231. void MapController::commitTerrainChange(int level, const TerrainId & terrain)
  232. {
  233. static const int terrainDecorationPercentageLevel = 10;
  234. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  235. _scenes[level]->selectionTerrainView.selection().end());
  236. if(v.empty())
  237. return;
  238. _scenes[level]->selectionTerrainView.clear();
  239. _scenes[level]->selectionTerrainView.draw();
  240. _map->getEditManager()->getTerrainSelection().setSelection(v);
  241. _map->getEditManager()->drawTerrain(terrain, terrainDecorationPercentageLevel, &CRandomGenerator::getDefault());
  242. for(auto & t : v)
  243. _scenes[level]->terrainView.setDirty(t);
  244. _scenes[level]->terrainView.draw();
  245. _miniscenes[level]->updateViews();
  246. main->mapChanged();
  247. }
  248. void MapController::commitRoadOrRiverChange(int level, ui8 type, bool isRoad)
  249. {
  250. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  251. _scenes[level]->selectionTerrainView.selection().end());
  252. if(v.empty())
  253. return;
  254. _scenes[level]->selectionTerrainView.clear();
  255. _scenes[level]->selectionTerrainView.draw();
  256. _map->getEditManager()->getTerrainSelection().setSelection(v);
  257. if(isRoad)
  258. _map->getEditManager()->drawRoad(RoadId(type), &CRandomGenerator::getDefault());
  259. else
  260. _map->getEditManager()->drawRiver(RiverId(type), &CRandomGenerator::getDefault());
  261. for(auto & t : v)
  262. _scenes[level]->terrainView.setDirty(t);
  263. _scenes[level]->terrainView.draw();
  264. _miniscenes[level]->updateViews();
  265. main->mapChanged();
  266. }
  267. void MapController::commitObjectErase(int level)
  268. {
  269. auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
  270. if (selectedObjects.size() > 1)
  271. {
  272. //mass erase => undo in one operation
  273. _map->getEditManager()->removeObjects(selectedObjects);
  274. }
  275. else if (selectedObjects.size() == 1)
  276. {
  277. _map->getEditManager()->removeObject(*selectedObjects.begin());
  278. }
  279. else //nothing to erase - shouldn't be here
  280. {
  281. return;
  282. }
  283. for (auto & obj : selectedObjects)
  284. {
  285. //invalidate tiles under objects
  286. _mapHandler->removeObject(obj);
  287. _scenes[level]->objectsView.setDirty(obj);
  288. }
  289. _scenes[level]->selectionObjectsView.clear();
  290. _scenes[level]->objectsView.draw();
  291. _scenes[level]->selectionObjectsView.draw();
  292. _scenes[level]->passabilityView.update();
  293. _miniscenes[level]->updateViews();
  294. main->mapChanged();
  295. }
  296. void MapController::copyToClipboard(int level)
  297. {
  298. _clipboard.clear();
  299. _clipboardShiftIndex = 0;
  300. auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
  301. for(auto * obj : selectedObjects)
  302. {
  303. assert(obj->pos.z == level);
  304. _clipboard.push_back(CMemorySerializer::deepCopy(*obj));
  305. }
  306. }
  307. void MapController::pasteFromClipboard(int level)
  308. {
  309. _scenes[level]->selectionObjectsView.clear();
  310. auto shift = int3::getDirs()[_clipboardShiftIndex++];
  311. if(_clipboardShiftIndex == int3::getDirs().size())
  312. _clipboardShiftIndex = 0;
  313. QStringList errors;
  314. for(auto & objUniquePtr : _clipboard)
  315. {
  316. auto obj = CMemorySerializer::deepCopyShared(*objUniquePtr);
  317. QString errorMsg;
  318. if (!canPlaceObject(level, obj.get(), errorMsg))
  319. {
  320. errors.push_back(std::move(errorMsg));
  321. continue;
  322. }
  323. auto newPos = objUniquePtr->pos + shift;
  324. if(_map->isInTheMap(newPos))
  325. obj->pos = newPos;
  326. obj->pos.z = level;
  327. Initializer init(*this, obj.get(), defaultPlayer);
  328. _map->getEditManager()->insertObject(obj);
  329. _scenes[level]->selectionObjectsView.selectObject(obj.get());
  330. _mapHandler->invalidate(obj.get());
  331. }
  332. if(!errors.isEmpty())
  333. QMessageBox::warning(main, QObject::tr("Can't place object"), errors.join('\n'));
  334. _scenes[level]->objectsView.draw();
  335. _scenes[level]->passabilityView.update();
  336. _scenes[level]->selectionObjectsView.draw();
  337. _miniscenes[level]->updateViews();
  338. main->mapChanged();
  339. }
  340. bool MapController::discardObject(int level) const
  341. {
  342. _scenes[level]->selectionObjectsView.clear();
  343. if(_scenes[level]->selectionObjectsView.newObject)
  344. {
  345. _scenes[level]->selectionObjectsView.newObject.reset();
  346. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  347. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  348. _scenes[level]->selectionObjectsView.draw();
  349. return true;
  350. }
  351. return false;
  352. }
  353. void MapController::createObject(int level, std::shared_ptr<CGObjectInstance> obj) const
  354. {
  355. _scenes[level]->selectionObjectsView.newObject = obj;
  356. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT;
  357. _scenes[level]->selectionObjectsView.draw();
  358. }
  359. void MapController::commitObstacleFill(int level)
  360. {
  361. auto selection = _scenes[level]->selectionTerrainView.selection();
  362. if(selection.empty())
  363. return;
  364. //split by zones
  365. for (auto & painter : _obstaclePainters)
  366. {
  367. painter.second->clearBlockedArea();
  368. }
  369. for(auto & t : selection)
  370. {
  371. auto tl = _map->getTile(t);
  372. if(tl.blocked() || tl.visitable())
  373. continue;
  374. auto terrain = tl.getTerrainID();
  375. _obstaclePainters[terrain]->addBlockedTile(t);
  376. }
  377. for(auto & sel : _obstaclePainters)
  378. {
  379. for(auto o : sel.second->placeObstacles(CRandomGenerator::getDefault()))
  380. {
  381. _mapHandler->invalidate(o.get());
  382. _scenes[level]->objectsView.setDirty(o.get());
  383. }
  384. }
  385. _scenes[level]->selectionTerrainView.clear();
  386. _scenes[level]->selectionTerrainView.draw();
  387. _scenes[level]->objectsView.draw();
  388. _scenes[level]->passabilityView.update();
  389. _miniscenes[level]->updateViews();
  390. main->mapChanged();
  391. }
  392. void MapController::commitObjectChange(int level)
  393. {
  394. for( auto * o : _scenes[level]->selectionObjectsView.getSelection())
  395. _scenes[level]->objectsView.setDirty(o);
  396. _scenes[level]->objectsView.draw();
  397. _scenes[level]->selectionObjectsView.draw();
  398. _scenes[level]->passabilityView.update();
  399. _miniscenes[level]->updateViews();
  400. main->mapChanged();
  401. }
  402. void MapController::commitChangeWithoutRedraw()
  403. {
  404. //DO NOT REDRAW
  405. main->mapChanged();
  406. }
  407. void MapController::commitObjectShift(int level)
  408. {
  409. auto shift = _scenes[level]->selectionObjectsView.shift;
  410. bool makeShift = !shift.isNull();
  411. if(makeShift)
  412. {
  413. for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
  414. {
  415. int3 pos = obj->pos;
  416. pos.z = level;
  417. pos.x += shift.x(); pos.y += shift.y();
  418. _scenes[level]->objectsView.setDirty(obj); //set dirty before movement
  419. _map->getEditManager()->moveObject(obj, pos);
  420. _mapHandler->invalidate(obj);
  421. }
  422. }
  423. _scenes[level]->selectionObjectsView.newObject = nullptr;
  424. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  425. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  426. if(makeShift)
  427. {
  428. _scenes[level]->objectsView.draw();
  429. _scenes[level]->selectionObjectsView.draw();
  430. _scenes[level]->passabilityView.update();
  431. _miniscenes[level]->updateViews();
  432. main->mapChanged();
  433. }
  434. }
  435. void MapController::commitObjectCreate(int level)
  436. {
  437. auto newObj = _scenes[level]->selectionObjectsView.newObject;
  438. if(!newObj)
  439. return;
  440. auto shift = _scenes[level]->selectionObjectsView.shift;
  441. int3 pos = newObj->pos;
  442. pos.z = level;
  443. pos.x += shift.x(); pos.y += shift.y();
  444. newObj->pos = pos;
  445. Initializer init(*this, newObj.get(), defaultPlayer);
  446. _map->getEditManager()->insertObject(newObj);
  447. _mapHandler->invalidate(newObj.get());
  448. _scenes[level]->objectsView.setDirty(newObj.get());
  449. _scenes[level]->selectionObjectsView.newObject = nullptr;
  450. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  451. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  452. _scenes[level]->objectsView.draw();
  453. _scenes[level]->selectionObjectsView.draw();
  454. _scenes[level]->passabilityView.update();
  455. _miniscenes[level]->updateViews();
  456. main->mapChanged();
  457. }
  458. bool MapController::canPlaceObject(int level, CGObjectInstance * newObj, QString & error) const
  459. {
  460. //find all objects of such type
  461. int objCounter = 0;
  462. for(auto o : _map->objects)
  463. {
  464. if(o->ID == newObj->ID && o->subID == newObj->subID)
  465. {
  466. ++objCounter;
  467. }
  468. }
  469. if(newObj->ID == Obj::GRAIL && objCounter >= 1) //special case for grail
  470. {
  471. error = QObject::tr("There can only be one grail object on the map.");
  472. return false; //maplimit reached
  473. }
  474. if(defaultPlayer == PlayerColor::NEUTRAL && (newObj->ID == Obj::HERO || newObj->ID == Obj::RANDOM_HERO))
  475. {
  476. error = QObject::tr("Hero %1 cannot be created as NEUTRAL.").arg(QString::fromStdString(newObj->instanceName));
  477. return false;
  478. }
  479. return true;
  480. }
  481. void MapController::undo()
  482. {
  483. _map->getEditManager()->getUndoManager().undo();
  484. resetMapHandler();
  485. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  486. main->mapChanged();
  487. }
  488. void MapController::redo()
  489. {
  490. _map->getEditManager()->getUndoManager().redo();
  491. resetMapHandler();
  492. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  493. main->mapChanged();
  494. }
  495. ModCompatibilityInfo MapController::modAssessmentAll()
  496. {
  497. ModCompatibilityInfo result;
  498. for(auto primaryID : LIBRARY->objtypeh->knownObjects())
  499. {
  500. for(auto secondaryID : LIBRARY->objtypeh->knownSubObjects(primaryID))
  501. {
  502. auto handler = LIBRARY->objtypeh->getHandlerFor(primaryID, secondaryID);
  503. auto modName = QString::fromStdString(handler->getJsonKey()).split(":").at(0).toStdString();
  504. if(modName != "core")
  505. result[modName] = LIBRARY->modh->getModInfo(modName).getVerificationInfo();
  506. }
  507. }
  508. return result;
  509. }
  510. ModCompatibilityInfo MapController::modAssessmentMap(const CMap & map)
  511. {
  512. ModCompatibilityInfo result;
  513. auto extractEntityMod = [&result](const auto & entity)
  514. {
  515. auto modScope = entity->getModScope();
  516. if(modScope != "core")
  517. result[modScope] = LIBRARY->modh->getModInfo(modScope).getVerificationInfo();
  518. };
  519. for(auto obj : map.objects)
  520. {
  521. auto handler = obj->getObjectHandler();
  522. auto modScope = handler->getModScope();
  523. if(modScope != "core")
  524. result[modScope] = LIBRARY->modh->getModInfo(modScope).getVerificationInfo();
  525. if(obj->ID == Obj::TOWN || obj->ID == Obj::RANDOM_TOWN)
  526. {
  527. auto town = dynamic_cast<CGTownInstance *>(obj.get());
  528. for(const auto & spellID : town->possibleSpells)
  529. {
  530. if(spellID == SpellID::PRESET)
  531. continue;
  532. extractEntityMod(spellID.toEntity(LIBRARY));
  533. }
  534. for(const auto & spellID : town->obligatorySpells)
  535. {
  536. extractEntityMod(spellID.toEntity(LIBRARY));
  537. }
  538. }
  539. if(obj->ID == Obj::HERO || obj->ID == Obj::RANDOM_HERO)
  540. {
  541. auto hero = dynamic_cast<CGHeroInstance *>(obj.get());
  542. for(const auto & spellID : hero->getSpellsInSpellbook())
  543. {
  544. if(spellID == SpellID::PRESET || spellID == SpellID::SPELLBOOK_PRESET)
  545. continue;
  546. extractEntityMod(spellID.toEntity(LIBRARY));
  547. }
  548. for(const auto & [_, slotInfo] : hero->artifactsWorn)
  549. {
  550. extractEntityMod(slotInfo.artifact->getTypeId().toEntity(LIBRARY));
  551. }
  552. for(const auto & art : hero->artifactsInBackpack)
  553. {
  554. extractEntityMod(art.artifact->getTypeId().toEntity(LIBRARY));
  555. }
  556. }
  557. }
  558. //TODO: terrains?
  559. return result;
  560. }