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/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/CRandomGenerator.h"
  28. #include "../lib/serializer/CMemorySerializer.h"
  29. #include "mapview.h"
  30. #include "scenelayer.h"
  31. #include "maphandler.h"
  32. #include "mainwindow.h"
  33. #include "inspector/inspector.h"
  34. #include "VCMI_Lib.h"
  35. MapController::MapController(MainWindow * m): main(m)
  36. {
  37. for(int i : {0, 1})
  38. {
  39. _scenes[i].reset(new MapScene(i));
  40. _miniscenes[i].reset(new MinimapScene(i));
  41. }
  42. connectScenes();
  43. }
  44. void MapController::connectScenes()
  45. {
  46. for (int level = 0; level <= 1; level++)
  47. {
  48. //selections for both layers will be handled separately
  49. QObject::connect(_scenes[level].get(), &MapScene::selected, [this, level](bool anythingSelected)
  50. {
  51. main->onSelectionMade(level, anythingSelected);
  52. });
  53. }
  54. }
  55. MapController::~MapController()
  56. {
  57. main = nullptr;
  58. }
  59. const std::unique_ptr<CMap> & MapController::getMapUniquePtr() const
  60. {
  61. return _map;
  62. }
  63. CMap * MapController::map()
  64. {
  65. return _map.get();
  66. }
  67. MapHandler * MapController::mapHandler()
  68. {
  69. return _mapHandler.get();
  70. }
  71. MapScene * MapController::scene(int level)
  72. {
  73. return _scenes[level].get();
  74. }
  75. MinimapScene * MapController::miniScene(int level)
  76. {
  77. return _miniscenes[level].get();
  78. }
  79. void MapController::repairMap()
  80. {
  81. repairMap(map());
  82. }
  83. void MapController::repairMap(CMap * map) const
  84. {
  85. if(!map)
  86. return;
  87. //make sure events/rumors has name to have proper identifiers
  88. int emptyNameId = 1;
  89. for(auto & e : map->events)
  90. if(e.name.empty())
  91. e.name = "event_" + std::to_string(emptyNameId++);
  92. emptyNameId = 1;
  93. for(auto & e : map->rumors)
  94. if(e.name.empty())
  95. e.name = "rumor_" + std::to_string(emptyNameId++);
  96. //fix owners for objects
  97. auto allImpactedObjects(map->objects);
  98. allImpactedObjects.insert(allImpactedObjects.end(), map->predefinedHeroes.begin(), map->predefinedHeroes.end());
  99. for(auto obj : allImpactedObjects)
  100. {
  101. //setup proper names (hero name will be fixed later
  102. if(obj->ID != Obj::HERO && obj->ID != Obj::PRISON && (obj->typeName.empty() || obj->subTypeName.empty()))
  103. {
  104. auto handler = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID);
  105. obj->typeName = handler->getTypeName();
  106. obj->subTypeName = handler->getSubTypeName();
  107. }
  108. //fix flags
  109. if(obj->getOwner() == PlayerColor::UNFLAGGABLE)
  110. {
  111. if(dynamic_cast<CGMine*>(obj.get()) ||
  112. dynamic_cast<CGDwelling*>(obj.get()) ||
  113. dynamic_cast<CGTownInstance*>(obj.get()) ||
  114. dynamic_cast<CGGarrison*>(obj.get()) ||
  115. dynamic_cast<CGShipyard*>(obj.get()) ||
  116. dynamic_cast<CGLighthouse*>(obj.get()) ||
  117. dynamic_cast<CGHeroInstance*>(obj.get()))
  118. obj->tempOwner = PlayerColor::NEUTRAL;
  119. }
  120. //fix hero instance
  121. if(auto * nih = dynamic_cast<CGHeroInstance*>(obj.get()))
  122. {
  123. // All heroes present on map or in prisons need to be allowed to rehire them after they are defeated
  124. // FIXME: How about custom scenarios where defeated hero cannot be hired again?
  125. map->allowedHeroes.insert(nih->getHeroType());
  126. auto const & type = VLC->heroh->objects[nih->subID];
  127. assert(type->heroClass);
  128. //TODO: find a way to get proper type name
  129. if(obj->ID == Obj::HERO)
  130. {
  131. nih->typeName = "hero";
  132. nih->subTypeName = type->heroClass->getJsonKey();
  133. }
  134. if(obj->ID == Obj::PRISON)
  135. {
  136. nih->typeName = "prison";
  137. nih->subTypeName = "prison";
  138. nih->subID = 0;
  139. }
  140. if(obj->ID != Obj::RANDOM_HERO)
  141. nih->type = type.get();
  142. if(nih->ID == Obj::HERO) //not prison
  143. nih->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
  144. //fix spellbook
  145. if(nih->spellbookContainsSpell(SpellID::SPELLBOOK_PRESET))
  146. {
  147. nih->removeSpellFromSpellbook(SpellID::SPELLBOOK_PRESET);
  148. if(!nih->getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
  149. nih->putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
  150. }
  151. }
  152. //fix town instance
  153. if(auto * tnh = dynamic_cast<CGTownInstance*>(obj.get()))
  154. {
  155. if(tnh->getTown())
  156. {
  157. vstd::erase_if(tnh->builtBuildings, [tnh](BuildingID bid)
  158. {
  159. return !tnh->getTown()->buildings.count(bid);
  160. });
  161. vstd::erase_if(tnh->forbiddenBuildings, [tnh](BuildingID bid)
  162. {
  163. return !tnh->getTown()->buildings.count(bid);
  164. });
  165. }
  166. }
  167. //fix spell scrolls
  168. if(auto * art = dynamic_cast<CGArtifact*>(obj.get()))
  169. {
  170. if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact)
  171. {
  172. std::vector<SpellID> out;
  173. for(auto const & spell : VLC->spellh->objects) //spellh size appears to be greater (?)
  174. {
  175. //if(map->isAllowedSpell(spell->id))
  176. {
  177. out.push_back(spell->id);
  178. }
  179. }
  180. auto a = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, CRandomGenerator::getDefault()));
  181. art->storedArtifact = a;
  182. }
  183. }
  184. //fix mines
  185. if(auto * mine = dynamic_cast<CGMine*>(obj.get()))
  186. {
  187. if(!mine->isAbandoned())
  188. {
  189. mine->producedResource = GameResID(mine->subID);
  190. mine->producedQuantity = mine->defaultResProduction();
  191. }
  192. }
  193. }
  194. }
  195. void MapController::setMap(std::unique_ptr<CMap> cmap)
  196. {
  197. _map = std::move(cmap);
  198. repairMap();
  199. for(int i : {0, 1})
  200. {
  201. _scenes[i].reset(new MapScene(i));
  202. _miniscenes[i].reset(new MinimapScene(i));
  203. }
  204. resetMapHandler();
  205. sceneForceUpdate();
  206. connectScenes();
  207. _map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo)
  208. {
  209. if(!main)
  210. return;
  211. main->enableUndo(allowUndo);
  212. main->enableRedo(allowRedo);
  213. }
  214. );
  215. _map->getEditManager()->getUndoManager().clearAll();
  216. initObstaclePainters(_map.get());
  217. }
  218. void MapController::initObstaclePainters(CMap * map)
  219. {
  220. for (auto const & terrain : VLC->terrainTypeHandler->objects)
  221. {
  222. auto terrainId = terrain->getId();
  223. _obstaclePainters[terrainId] = std::make_unique<EditorObstaclePlacer>(map);
  224. _obstaclePainters[terrainId]->collectPossibleObstacles(terrainId);
  225. }
  226. }
  227. void MapController::sceneForceUpdate()
  228. {
  229. _scenes[0]->updateViews();
  230. _miniscenes[0]->updateViews();
  231. if(_map->twoLevel)
  232. {
  233. _scenes[1]->updateViews();
  234. _miniscenes[1]->updateViews();
  235. }
  236. }
  237. void MapController::sceneForceUpdate(int level)
  238. {
  239. _scenes[level]->updateViews();
  240. _miniscenes[level]->updateViews();
  241. }
  242. void MapController::resetMapHandler()
  243. {
  244. if(!_mapHandler)
  245. _mapHandler.reset(new MapHandler());
  246. _mapHandler->reset(map());
  247. for(int i : {0, 1})
  248. {
  249. _scenes[i]->initialize(*this);
  250. _miniscenes[i]->initialize(*this);
  251. }
  252. }
  253. void MapController::commitTerrainChange(int level, const TerrainId & terrain)
  254. {
  255. static const int terrainDecorationPercentageLevel = 10;
  256. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  257. _scenes[level]->selectionTerrainView.selection().end());
  258. if(v.empty())
  259. return;
  260. _scenes[level]->selectionTerrainView.clear();
  261. _scenes[level]->selectionTerrainView.draw();
  262. _map->getEditManager()->getTerrainSelection().setSelection(v);
  263. _map->getEditManager()->drawTerrain(terrain, terrainDecorationPercentageLevel, &CRandomGenerator::getDefault());
  264. for(auto & t : v)
  265. _scenes[level]->terrainView.setDirty(t);
  266. _scenes[level]->terrainView.draw();
  267. _miniscenes[level]->updateViews();
  268. main->mapChanged();
  269. }
  270. void MapController::commitRoadOrRiverChange(int level, ui8 type, bool isRoad)
  271. {
  272. std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
  273. _scenes[level]->selectionTerrainView.selection().end());
  274. if(v.empty())
  275. return;
  276. _scenes[level]->selectionTerrainView.clear();
  277. _scenes[level]->selectionTerrainView.draw();
  278. _map->getEditManager()->getTerrainSelection().setSelection(v);
  279. if(isRoad)
  280. _map->getEditManager()->drawRoad(RoadId(type), &CRandomGenerator::getDefault());
  281. else
  282. _map->getEditManager()->drawRiver(RiverId(type), &CRandomGenerator::getDefault());
  283. for(auto & t : v)
  284. _scenes[level]->terrainView.setDirty(t);
  285. _scenes[level]->terrainView.draw();
  286. _miniscenes[level]->updateViews();
  287. main->mapChanged();
  288. }
  289. void MapController::commitObjectErase(int level)
  290. {
  291. auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
  292. if (selectedObjects.size() > 1)
  293. {
  294. //mass erase => undo in one operation
  295. _map->getEditManager()->removeObjects(selectedObjects);
  296. }
  297. else if (selectedObjects.size() == 1)
  298. {
  299. _map->getEditManager()->removeObject(*selectedObjects.begin());
  300. }
  301. else //nothing to erase - shouldn't be here
  302. {
  303. return;
  304. }
  305. for (auto & obj : selectedObjects)
  306. {
  307. //invalidate tiles under objects
  308. _mapHandler->removeObject(obj);
  309. _scenes[level]->objectsView.setDirty(obj);
  310. }
  311. _scenes[level]->selectionObjectsView.clear();
  312. _scenes[level]->objectsView.draw();
  313. _scenes[level]->selectionObjectsView.draw();
  314. _scenes[level]->passabilityView.update();
  315. _miniscenes[level]->updateViews();
  316. main->mapChanged();
  317. }
  318. void MapController::copyToClipboard(int level)
  319. {
  320. _clipboard.clear();
  321. _clipboardShiftIndex = 0;
  322. auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
  323. for(auto * obj : selectedObjects)
  324. {
  325. assert(obj->pos.z == level);
  326. _clipboard.push_back(CMemorySerializer::deepCopy(*obj));
  327. }
  328. }
  329. void MapController::pasteFromClipboard(int level)
  330. {
  331. _scenes[level]->selectionObjectsView.clear();
  332. auto shift = int3::getDirs()[_clipboardShiftIndex++];
  333. if(_clipboardShiftIndex == int3::getDirs().size())
  334. _clipboardShiftIndex = 0;
  335. for(auto & objUniquePtr : _clipboard)
  336. {
  337. auto * obj = CMemorySerializer::deepCopy(*objUniquePtr).release();
  338. auto newPos = objUniquePtr->pos + shift;
  339. if(_map->isInTheMap(newPos))
  340. obj->pos = newPos;
  341. obj->pos.z = level;
  342. Initializer init(obj, defaultPlayer);
  343. _map->getEditManager()->insertObject(obj);
  344. _scenes[level]->selectionObjectsView.selectObject(obj);
  345. _mapHandler->invalidate(obj);
  346. }
  347. _scenes[level]->objectsView.draw();
  348. _scenes[level]->passabilityView.update();
  349. _scenes[level]->selectionObjectsView.draw();
  350. _miniscenes[level]->updateViews();
  351. main->mapChanged();
  352. }
  353. bool MapController::discardObject(int level) const
  354. {
  355. _scenes[level]->selectionObjectsView.clear();
  356. if(_scenes[level]->selectionObjectsView.newObject)
  357. {
  358. delete _scenes[level]->selectionObjectsView.newObject;
  359. _scenes[level]->selectionObjectsView.newObject = nullptr;
  360. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  361. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  362. _scenes[level]->selectionObjectsView.draw();
  363. return true;
  364. }
  365. return false;
  366. }
  367. void MapController::createObject(int level, CGObjectInstance * obj) const
  368. {
  369. _scenes[level]->selectionObjectsView.newObject = obj;
  370. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT;
  371. _scenes[level]->selectionObjectsView.draw();
  372. }
  373. void MapController::commitObstacleFill(int level)
  374. {
  375. auto selection = _scenes[level]->selectionTerrainView.selection();
  376. if(selection.empty())
  377. return;
  378. //split by zones
  379. for (auto & painter : _obstaclePainters)
  380. {
  381. painter.second->clearBlockedArea();
  382. }
  383. for(auto & t : selection)
  384. {
  385. auto tl = _map->getTile(t);
  386. if(tl.blocked || tl.visitable)
  387. continue;
  388. auto terrain = tl.terType->getId();
  389. _obstaclePainters[terrain]->addBlockedTile(t);
  390. }
  391. for(auto & sel : _obstaclePainters)
  392. {
  393. for(auto * o : sel.second->placeObstacles(CRandomGenerator::getDefault()))
  394. {
  395. _mapHandler->invalidate(o);
  396. _scenes[level]->objectsView.setDirty(o);
  397. }
  398. }
  399. _scenes[level]->selectionTerrainView.clear();
  400. _scenes[level]->selectionTerrainView.draw();
  401. _scenes[level]->objectsView.draw();
  402. _scenes[level]->passabilityView.update();
  403. _miniscenes[level]->updateViews();
  404. main->mapChanged();
  405. }
  406. void MapController::commitObjectChange(int level)
  407. {
  408. for( auto * o : _scenes[level]->selectionObjectsView.getSelection())
  409. _scenes[level]->objectsView.setDirty(o);
  410. _scenes[level]->objectsView.draw();
  411. _scenes[level]->selectionObjectsView.draw();
  412. _scenes[level]->passabilityView.update();
  413. _miniscenes[level]->updateViews();
  414. main->mapChanged();
  415. }
  416. void MapController::commitChangeWithoutRedraw()
  417. {
  418. //DO NOT REDRAW
  419. main->mapChanged();
  420. }
  421. void MapController::commitObjectShift(int level)
  422. {
  423. auto shift = _scenes[level]->selectionObjectsView.shift;
  424. bool makeShift = !shift.isNull();
  425. if(makeShift)
  426. {
  427. for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
  428. {
  429. int3 pos = obj->pos;
  430. pos.z = level;
  431. pos.x += shift.x(); pos.y += shift.y();
  432. _scenes[level]->objectsView.setDirty(obj); //set dirty before movement
  433. _map->getEditManager()->moveObject(obj, pos);
  434. _mapHandler->invalidate(obj);
  435. }
  436. }
  437. _scenes[level]->selectionObjectsView.newObject = nullptr;
  438. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  439. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  440. if(makeShift)
  441. {
  442. _scenes[level]->objectsView.draw();
  443. _scenes[level]->selectionObjectsView.draw();
  444. _scenes[level]->passabilityView.update();
  445. _miniscenes[level]->updateViews();
  446. main->mapChanged();
  447. }
  448. }
  449. void MapController::commitObjectCreate(int level)
  450. {
  451. auto * newObj = _scenes[level]->selectionObjectsView.newObject;
  452. if(!newObj)
  453. return;
  454. auto shift = _scenes[level]->selectionObjectsView.shift;
  455. int3 pos = newObj->pos;
  456. pos.z = level;
  457. pos.x += shift.x(); pos.y += shift.y();
  458. newObj->pos = pos;
  459. Initializer init(newObj, defaultPlayer);
  460. _map->getEditManager()->insertObject(newObj);
  461. _mapHandler->invalidate(newObj);
  462. _scenes[level]->objectsView.setDirty(newObj);
  463. _scenes[level]->selectionObjectsView.newObject = nullptr;
  464. _scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
  465. _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
  466. _scenes[level]->objectsView.draw();
  467. _scenes[level]->selectionObjectsView.draw();
  468. _scenes[level]->passabilityView.update();
  469. _miniscenes[level]->updateViews();
  470. main->mapChanged();
  471. }
  472. bool MapController::canPlaceObject(int level, CGObjectInstance * newObj, QString & error) const
  473. {
  474. //find all objects of such type
  475. int objCounter = 0;
  476. for(auto o : _map->objects)
  477. {
  478. if(o->ID == newObj->ID && o->subID == newObj->subID)
  479. {
  480. ++objCounter;
  481. }
  482. }
  483. if(newObj->ID == Obj::GRAIL && objCounter >= 1) //special case for grail
  484. {
  485. auto typeName = QString::fromStdString(newObj->typeName);
  486. auto subTypeName = QString::fromStdString(newObj->subTypeName);
  487. error = QString("There can be only one grail object on the map");
  488. return false; //maplimit reached
  489. }
  490. if(defaultPlayer == PlayerColor::NEUTRAL && (newObj->ID == Obj::HERO || newObj->ID == Obj::RANDOM_HERO))
  491. {
  492. error = "Hero cannot be created as NEUTRAL";
  493. return false;
  494. }
  495. return true;
  496. }
  497. void MapController::undo()
  498. {
  499. _map->getEditManager()->getUndoManager().undo();
  500. resetMapHandler();
  501. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  502. main->mapChanged();
  503. }
  504. void MapController::redo()
  505. {
  506. _map->getEditManager()->getUndoManager().redo();
  507. resetMapHandler();
  508. sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
  509. main->mapChanged();
  510. }
  511. ModCompatibilityInfo MapController::modAssessmentAll()
  512. {
  513. ModCompatibilityInfo result;
  514. for(auto primaryID : VLC->objtypeh->knownObjects())
  515. {
  516. for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  517. {
  518. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  519. auto modName = QString::fromStdString(handler->getJsonKey()).split(":").at(0).toStdString();
  520. if(modName != "core")
  521. result[modName] = VLC->modh->getModInfo(modName).getVerificationInfo();
  522. }
  523. }
  524. return result;
  525. }
  526. ModCompatibilityInfo MapController::modAssessmentMap(const CMap & map)
  527. {
  528. ModCompatibilityInfo result;
  529. auto extractEntityMod = [&result](const auto & entity)
  530. {
  531. auto modScope = entity->getModScope();
  532. if(modScope != "core")
  533. result[modScope] = VLC->modh->getModInfo(modScope).getVerificationInfo();
  534. };
  535. for(auto obj : map.objects)
  536. {
  537. auto handler = obj->getObjectHandler();
  538. auto modScope = QString::fromStdString(handler->getJsonKey()).split(":").at(0).toStdString();
  539. if(modScope != "core")
  540. result[modScope] = VLC->modh->getModInfo(modScope).getVerificationInfo();
  541. if(obj->ID == Obj::TOWN || obj->ID == Obj::RANDOM_TOWN)
  542. {
  543. auto town = dynamic_cast<CGTownInstance *>(obj.get());
  544. for(const auto & spellID : town->possibleSpells)
  545. {
  546. if(spellID == SpellID::PRESET)
  547. continue;
  548. extractEntityMod(spellID.toEntity(VLC));
  549. }
  550. for(const auto & spellID : town->obligatorySpells)
  551. {
  552. extractEntityMod(spellID.toEntity(VLC));
  553. }
  554. }
  555. if(obj->ID == Obj::HERO || obj->ID == Obj::RANDOM_HERO)
  556. {
  557. auto hero = dynamic_cast<CGHeroInstance *>(obj.get());
  558. for(const auto & spellID : hero->getSpellsInSpellbook())
  559. {
  560. if(spellID == SpellID::PRESET || spellID == SpellID::SPELLBOOK_PRESET)
  561. continue;
  562. extractEntityMod(spellID.toEntity(VLC));
  563. }
  564. }
  565. }
  566. //TODO: terrains, artifacts?
  567. return result;
  568. }