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