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