mapcontroller.cpp 13 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 "mapcontroller.h"
  11. #include "../lib/GameConstants.h"
  12. #include "../lib/mapping/CMapService.h"
  13. #include "../lib/mapping/CMap.h"
  14. #include "../lib/mapping/CMapEditManager.h"
  15. #include "../lib/Terrain.h"
  16. #include "../lib/mapObjects/CObjectClassesHandler.h"
  17. #include "../lib/rmg/ObstaclePlacer.h"
  18. #include "../lib/CSkillHandler.h"
  19. #include "../lib/spells/CSpellHandler.h"
  20. #include "../lib/CHeroHandler.h"
  21. #include "mapview.h"
  22. #include "scenelayer.h"
  23. #include "maphandler.h"
  24. #include "mainwindow.h"
  25. #include "inspector/inspector.h"
  26. MapController::MapController(MainWindow * m): main(m)
  27. {
  28. for(int i : {0, 1})
  29. {
  30. _scenes[i].reset(new MapScene(i));
  31. _miniscenes[i].reset(new MinimapScene(i));
  32. }
  33. connectScenes();
  34. }
  35. void MapController::connectScenes()
  36. {
  37. for (int level = 0; level <= 1; level++)
  38. {
  39. //selections for both layers will be handled separately
  40. QObject::connect(_scenes[level].get(), &MapScene::selected, [this, level](bool anythingSelected)
  41. {
  42. main->onSelectionMade(level, anythingSelected);
  43. });
  44. }
  45. }
  46. MapController::~MapController()
  47. {
  48. }
  49. const std::unique_ptr<CMap> & MapController::getMapUniquePtr() const
  50. {
  51. return _map;
  52. }
  53. CMap * MapController::map()
  54. {
  55. return _map.get();
  56. }
  57. MapHandler * MapController::mapHandler()
  58. {
  59. return _mapHandler.get();
  60. }
  61. MapScene * MapController::scene(int level)
  62. {
  63. return _scenes[level].get();
  64. }
  65. MinimapScene * MapController::miniScene(int level)
  66. {
  67. return _miniscenes[level].get();
  68. }
  69. void MapController::repairMap()
  70. {
  71. //there might be extra skills, arts and spells not imported from map
  72. if(VLC->skillh->getDefaultAllowed().size() > map()->allowedAbilities.size())
  73. {
  74. map()->allowedAbilities.resize(VLC->skillh->getDefaultAllowed().size());
  75. }
  76. if(VLC->arth->getDefaultAllowed().size() > map()->allowedArtifact.size())
  77. {
  78. map()->allowedArtifact.resize(VLC->arth->getDefaultAllowed().size());
  79. }
  80. if(VLC->spellh->getDefaultAllowed().size() > map()->allowedSpell.size())
  81. {
  82. map()->allowedSpell.resize(VLC->spellh->getDefaultAllowed().size());
  83. }
  84. if(VLC->heroh->getDefaultAllowed().size() > map()->allowedHeroes.size())
  85. {
  86. map()->allowedHeroes.resize(VLC->heroh->getDefaultAllowed().size());
  87. }
  88. //fix owners for objects
  89. for(auto obj : _map->objects)
  90. {
  91. //setup proper names (hero name will be fixed later
  92. if(obj->ID != Obj::HERO && obj->ID != Obj::PRISON && (obj->typeName.empty() || obj->subTypeName.empty()))
  93. {
  94. auto handler = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID);
  95. obj->typeName = handler->typeName;
  96. obj->subTypeName = handler->subTypeName;
  97. }
  98. //fix flags
  99. if(obj->getOwner() == PlayerColor::UNFLAGGABLE)
  100. {
  101. if(dynamic_cast<CGMine*>(obj.get()) ||
  102. dynamic_cast<CGDwelling*>(obj.get()) ||
  103. dynamic_cast<CGTownInstance*>(obj.get()) ||
  104. dynamic_cast<CGGarrison*>(obj.get()) ||
  105. dynamic_cast<CGShipyard*>(obj.get()) ||
  106. dynamic_cast<CGLighthouse*>(obj.get()) ||
  107. dynamic_cast<CGHeroInstance*>(obj.get()))
  108. obj->tempOwner = PlayerColor::NEUTRAL;
  109. }
  110. //fix hero instance
  111. if(auto * nih = dynamic_cast<CGHeroInstance*>(obj.get()))
  112. {
  113. map()->allowedHeroes.at(nih->subID) = true;
  114. auto type = VLC->heroh->objects[nih->subID];
  115. assert(type->heroClass);
  116. //TODO: find a way to get proper type name
  117. if(obj->ID == Obj::HERO)
  118. {
  119. nih->typeName = "hero";
  120. nih->subTypeName = type->heroClass->identifier;
  121. }
  122. if(obj->ID == Obj::PRISON)
  123. {
  124. nih->typeName = "prison";
  125. nih->subTypeName = "prison";
  126. }
  127. nih->type = type;
  128. if(nih->name.empty())
  129. nih->name = nih->type->name;
  130. if(nih->biography.empty())
  131. nih->biography = nih->type->biography;
  132. if(nih->ID == Obj::HERO) //not prison
  133. nih->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  134. //fix spells
  135. if(nih->spellbookContainsSpell(SpellID::PRESET))
  136. {
  137. nih->removeSpellFromSpellbook(SpellID::PRESET);
  138. }
  139. else
  140. {
  141. for(auto spellID : type->spells)
  142. nih->addSpellToSpellbook(spellID);
  143. }
  144. //fix portrait
  145. if(nih->portrait < 0 || nih->portrait == 255)
  146. nih->portrait = type->imageIndex;
  147. }
  148. //fix town instance
  149. if(auto * tnh = dynamic_cast<CGTownInstance*>(obj.get()))
  150. {
  151. if(tnh->getTown())
  152. {
  153. vstd::erase_if(tnh->builtBuildings, [tnh](BuildingID bid)
  154. {
  155. return !tnh->getTown()->buildings.count(bid);
  156. });
  157. vstd::erase_if(tnh->forbiddenBuildings, [tnh](BuildingID bid)
  158. {
  159. return !tnh->getTown()->buildings.count(bid);
  160. });
  161. }
  162. }
  163. //fix spell scrolls
  164. if(auto * art = dynamic_cast<CGArtifact*>(obj.get()))
  165. {
  166. if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact)
  167. {
  168. std::vector<SpellID> out;
  169. for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
  170. {
  171. //if(map->isAllowedSpell(spell->id))
  172. {
  173. out.push_back(spell->id);
  174. }
  175. }
  176. auto a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, CRandomGenerator::getDefault()));
  177. art->storedArtifact = a;
  178. }
  179. else
  180. map()->allowedArtifact.at(art->subID) = true;
  181. }
  182. }
  183. }
  184. void MapController::setMap(std::unique_ptr<CMap> cmap)
  185. {
  186. _map = std::move(cmap);
  187. repairMap();
  188. for(int i : {0, 1})
  189. {
  190. _scenes[i].reset(new MapScene(i));
  191. _miniscenes[i].reset(new MinimapScene(i));
  192. }
  193. resetMapHandler();
  194. sceneForceUpdate();
  195. connectScenes();
  196. _map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo)
  197. {
  198. main->enableUndo(allowUndo);
  199. main->enableRedo(allowRedo);
  200. }
  201. );
  202. _map->getEditManager()->getUndoManager().clearAll();
  203. }
  204. void MapController::sceneForceUpdate()
  205. {
  206. _scenes[0]->updateViews();
  207. _miniscenes[0]->updateViews();
  208. if(_map->twoLevel)
  209. {
  210. _scenes[1]->updateViews();
  211. _miniscenes[1]->updateViews();
  212. }
  213. }
  214. void MapController::sceneForceUpdate(int level)
  215. {
  216. _scenes[level]->updateViews();
  217. _miniscenes[level]->updateViews();
  218. }
  219. void MapController::resetMapHandler()
  220. {
  221. if(!_mapHandler)
  222. _mapHandler.reset(new MapHandler());
  223. _mapHandler->reset(map());
  224. for(int i : {0, 1})
  225. {
  226. _scenes[i]->initialize(*this);
  227. _miniscenes[i]->initialize(*this);
  228. }
  229. }
  230. void MapController::commitTerrainChange(int level, const TerrainId & terrain)
  231. {
  232. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  233. _scenes[level]->selectionTerrainView.selection().end());
  234. if(v.empty())
  235. return;
  236. _scenes[level]->selectionTerrainView.clear();
  237. _scenes[level]->selectionTerrainView.draw();
  238. _map->getEditManager()->getTerrainSelection().setSelection(v);
  239. _map->getEditManager()->drawTerrain(terrain, &CRandomGenerator::getDefault());
  240. for(auto & t : v)
  241. _scenes[level]->terrainView.setDirty(t);
  242. _scenes[level]->terrainView.draw();
  243. _miniscenes[level]->updateViews();
  244. main->mapChanged();
  245. }
  246. void MapController::commitRoadOrRiverChange(int level, ui8 type, bool isRoad)
  247. {
  248. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  249. _scenes[level]->selectionTerrainView.selection().end());
  250. if(v.empty())
  251. return;
  252. _scenes[level]->selectionTerrainView.clear();
  253. _scenes[level]->selectionTerrainView.draw();
  254. _map->getEditManager()->getTerrainSelection().setSelection(v);
  255. if(isRoad)
  256. _map->getEditManager()->drawRoad(RoadId(type), &CRandomGenerator::getDefault());
  257. else
  258. _map->getEditManager()->drawRiver(RiverId(type), &CRandomGenerator::getDefault());
  259. for(auto & t : v)
  260. _scenes[level]->terrainView.setDirty(t);
  261. _scenes[level]->terrainView.draw();
  262. _miniscenes[level]->updateViews();
  263. main->mapChanged();
  264. }
  265. void MapController::commitObjectErase(int level)
  266. {
  267. auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
  268. if (selectedObjects.size() > 1)
  269. {
  270. //mass erase => undo in one operation
  271. _map->getEditManager()->removeObjects(selectedObjects);
  272. }
  273. else if (selectedObjects.size() == 1)
  274. {
  275. _map->getEditManager()->removeObject(*selectedObjects.begin());
  276. }
  277. else //nothing to erase - shouldn't be here
  278. {
  279. return;
  280. }
  281. for (auto obj : selectedObjects)
  282. {
  283. //invalidate tiles under objects
  284. _mapHandler->invalidate(_mapHandler->getTilesUnderObject(obj));
  285. _scenes[level]->objectsView.setDirty(obj);
  286. }
  287. _scenes[level]->selectionObjectsView.clear();
  288. _scenes[level]->objectsView.draw();
  289. _scenes[level]->selectionObjectsView.draw();
  290. _scenes[level]->passabilityView.update();
  291. _miniscenes[level]->updateViews();
  292. main->mapChanged();
  293. }
  294. bool MapController::discardObject(int level) const
  295. {
  296. _scenes[level]->selectionObjectsView.clear();
  297. if(_scenes[level]->selectionObjectsView.newObject)
  298. {
  299. delete _scenes[level]->selectionObjectsView.newObject;
  300. _scenes[level]->selectionObjectsView.newObject = nullptr;
  301. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  302. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  303. _scenes[level]->selectionObjectsView.draw();
  304. return true;
  305. }
  306. return false;
  307. }
  308. void MapController::createObject(int level, CGObjectInstance * obj) const
  309. {
  310. _scenes[level]->selectionObjectsView.newObject = obj;
  311. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT;
  312. _scenes[level]->selectionObjectsView.draw();
  313. }
  314. void MapController::commitObstacleFill(int level)
  315. {
  316. auto selection = _scenes[level]->selectionTerrainView.selection();
  317. if(selection.empty())
  318. return;
  319. //split by zones
  320. std::map<TerrainId, ObstacleProxy> terrainSelected;
  321. for(auto & t : selection)
  322. {
  323. auto tl = _map->getTile(t);
  324. if(tl.blocked || tl.visitable)
  325. continue;
  326. terrainSelected[tl.terType->id].blockedArea.add(t);
  327. }
  328. for(auto & sel : terrainSelected)
  329. {
  330. sel.second.collectPossibleObstacles(sel.first);
  331. sel.second.placeObstacles(_map.get(), CRandomGenerator::getDefault());
  332. }
  333. _mapHandler->invalidateObjects();
  334. _scenes[level]->selectionTerrainView.clear();
  335. _scenes[level]->selectionTerrainView.draw();
  336. _scenes[level]->objectsView.draw(false); //TODO: enable smart invalidation (setDirty)
  337. _scenes[level]->passabilityView.update();
  338. _miniscenes[level]->updateViews();
  339. main->mapChanged();
  340. }
  341. void MapController::commitObjectChange(int level)
  342. {
  343. for( auto * o : _scenes[level]->selectionObjectsView.getSelection())
  344. _scenes[level]->objectsView.setDirty(o);
  345. _scenes[level]->objectsView.draw();
  346. _scenes[level]->selectionObjectsView.draw();
  347. _scenes[level]->passabilityView.update();
  348. _miniscenes[level]->updateViews();
  349. main->mapChanged();
  350. }
  351. void MapController::commitChangeWithoutRedraw()
  352. {
  353. //DO NOT REDRAW
  354. main->mapChanged();
  355. }
  356. void MapController::commitObjectShift(int level)
  357. {
  358. auto shift = _scenes[level]->selectionObjectsView.shift;
  359. bool makeShift = !shift.isNull();
  360. if(makeShift)
  361. {
  362. for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
  363. {
  364. int3 pos = obj->pos;
  365. pos.z = level;
  366. pos.x += shift.x(); pos.y += shift.y();
  367. auto prevPositions = _mapHandler->getTilesUnderObject(obj);
  368. _scenes[level]->objectsView.setDirty(obj); //set dirty before movement
  369. _map->getEditManager()->moveObject(obj, pos);
  370. _mapHandler->invalidate(prevPositions);
  371. _mapHandler->invalidate(obj);
  372. }
  373. }
  374. _scenes[level]->selectionObjectsView.newObject = nullptr;
  375. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  376. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  377. if(makeShift)
  378. {
  379. _scenes[level]->objectsView.draw();
  380. _scenes[level]->selectionObjectsView.draw();
  381. _scenes[level]->passabilityView.update();
  382. _miniscenes[level]->updateViews();
  383. main->mapChanged();
  384. }
  385. }
  386. void MapController::commitObjectCreate(int level)
  387. {
  388. auto * newObj = _scenes[level]->selectionObjectsView.newObject;
  389. if(!newObj)
  390. return;
  391. auto shift = _scenes[level]->selectionObjectsView.shift;
  392. int3 pos = newObj->pos;
  393. pos.z = level;
  394. pos.x += shift.x(); pos.y += shift.y();
  395. newObj->pos = pos;
  396. Initializer init(newObj, defaultPlayer);
  397. _map->getEditManager()->insertObject(newObj);
  398. _mapHandler->invalidate(newObj);
  399. _scenes[level]->objectsView.setDirty(newObj);
  400. _scenes[level]->selectionObjectsView.newObject = nullptr;
  401. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  402. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  403. _scenes[level]->objectsView.draw();
  404. _scenes[level]->selectionObjectsView.draw();
  405. _scenes[level]->passabilityView.update();
  406. _miniscenes[level]->updateViews();
  407. main->mapChanged();
  408. }
  409. bool MapController::canPlaceObject(int level, CGObjectInstance * newObj, QString & error) const
  410. {
  411. //find all objects of such type
  412. int objCounter = 0;
  413. for(auto o : _map->objects)
  414. {
  415. if(o->ID == newObj->ID && o->subID == newObj->subID)
  416. {
  417. ++objCounter;
  418. }
  419. }
  420. if(newObj->ID == Obj::GRAIL && objCounter >= 1) //special case for grail
  421. {
  422. auto typeName = QString::fromStdString(newObj->typeName);
  423. auto subTypeName = QString::fromStdString(newObj->subTypeName);
  424. error = QString("There can be only one grail object on the map");
  425. return false; //maplimit reached
  426. }
  427. if(defaultPlayer == PlayerColor::NEUTRAL && (newObj->ID == Obj::HERO || newObj->ID == Obj::RANDOM_HERO))
  428. {
  429. error = "Hero cannot be created as NEUTRAL";
  430. return false;
  431. }
  432. return true;
  433. }
  434. void MapController::undo()
  435. {
  436. _map->getEditManager()->getUndoManager().undo();
  437. resetMapHandler();
  438. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  439. main->mapChanged();
  440. }
  441. void MapController::redo()
  442. {
  443. _map->getEditManager()->getUndoManager().redo();
  444. resetMapHandler();
  445. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  446. main->mapChanged();
  447. }