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