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vcmi/mapeditor/mapcontroller.cpp

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/*
* mapcontroller.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
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#include "mapcontroller.h"
#include "../lib/GameConstants.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"
#include "../lib/mapping/CMapEditManager.h"
#include "../lib/TerrainHandler.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/rmg/ObstaclePlacer.h"
#include "../lib/CSkillHandler.h"
#include "../lib/spells/CSpellHandler.h"
#include "../lib/CHeroHandler.h"
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#include "../lib/serializer/CMemorySerializer.h"
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#include "mapview.h"
#include "scenelayer.h"
#include "maphandler.h"
#include "mainwindow.h"
#include "inspector/inspector.h"
MapController::MapController(MainWindow * m): main(m)
{
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for(int i : {0, 1})
{
_scenes[i].reset(new MapScene(i));
_miniscenes[i].reset(new MinimapScene(i));
}
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connectScenes();
}
void MapController::connectScenes()
{
for (int level = 0; level <= 1; level++)
{
//selections for both layers will be handled separately
QObject::connect(_scenes[level].get(), &MapScene::selected, [this, level](bool anythingSelected)
{
main->onSelectionMade(level, anythingSelected);
});
}
}
MapController::~MapController()
{
}
const std::unique_ptr<CMap> & MapController::getMapUniquePtr() const
{
return _map;
}
CMap * MapController::map()
{
return _map.get();
}
MapHandler * MapController::mapHandler()
{
return _mapHandler.get();
}
MapScene * MapController::scene(int level)
{
return _scenes[level].get();
}
MinimapScene * MapController::miniScene(int level)
{
return _miniscenes[level].get();
}
void MapController::repairMap()
{
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//there might be extra skills, arts and spells not imported from map
if(VLC->skillh->getDefaultAllowed().size() > map()->allowedAbilities.size())
{
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map()->allowedAbilities.resize(VLC->skillh->getDefaultAllowed().size());
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}
if(VLC->arth->getDefaultAllowed().size() > map()->allowedArtifact.size())
{
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map()->allowedArtifact.resize(VLC->arth->getDefaultAllowed().size());
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}
if(VLC->spellh->getDefaultAllowed().size() > map()->allowedSpell.size())
{
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map()->allowedSpell.resize(VLC->spellh->getDefaultAllowed().size());
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}
if(VLC->heroh->getDefaultAllowed().size() > map()->allowedHeroes.size())
{
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map()->allowedHeroes.resize(VLC->heroh->getDefaultAllowed().size());
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}
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//fix owners for objects
for(auto obj : _map->objects)
{
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//setup proper names (hero name will be fixed later
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if(obj->ID != Obj::HERO && obj->ID != Obj::PRISON && (obj->typeName.empty() || obj->subTypeName.empty()))
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{
auto handler = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID);
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obj->typeName = handler->getTypeName();
obj->subTypeName = handler->getSubTypeName();
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}
//fix flags
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if(obj->getOwner() == PlayerColor::UNFLAGGABLE)
{
if(dynamic_cast<CGMine*>(obj.get()) ||
dynamic_cast<CGDwelling*>(obj.get()) ||
dynamic_cast<CGTownInstance*>(obj.get()) ||
dynamic_cast<CGGarrison*>(obj.get()) ||
dynamic_cast<CGShipyard*>(obj.get()) ||
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dynamic_cast<CGLighthouse*>(obj.get()) ||
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dynamic_cast<CGHeroInstance*>(obj.get()))
obj->tempOwner = PlayerColor::NEUTRAL;
}
//fix hero instance
if(auto * nih = dynamic_cast<CGHeroInstance*>(obj.get()))
{
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map()->allowedHeroes.at(nih->subID) = true;
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auto type = VLC->heroh->objects[nih->subID];
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assert(type->heroClass);
//TODO: find a way to get proper type name
if(obj->ID == Obj::HERO)
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{
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nih->typeName = "hero";
nih->subTypeName = type->heroClass->getJsonKey();
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}
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if(obj->ID == Obj::PRISON)
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{
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nih->typeName = "prison";
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nih->subTypeName = "prison";
}
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nih->type = type;
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if(nih->ID == Obj::HERO) //not prison
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nih->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
//fix spells
if(nih->spellbookContainsSpell(SpellID::PRESET))
{
nih->removeSpellFromSpellbook(SpellID::PRESET);
}
else
{
for(auto spellID : type->spells)
nih->addSpellToSpellbook(spellID);
}
//fix portrait
if(nih->portrait < 0 || nih->portrait == 255)
nih->portrait = type->imageIndex;
}
//fix town instance
if(auto * tnh = dynamic_cast<CGTownInstance*>(obj.get()))
{
if(tnh->getTown())
{
vstd::erase_if(tnh->builtBuildings, [tnh](BuildingID bid)
{
return !tnh->getTown()->buildings.count(bid);
});
vstd::erase_if(tnh->forbiddenBuildings, [tnh](BuildingID bid)
{
return !tnh->getTown()->buildings.count(bid);
});
}
}
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//fix spell scrolls
if(auto * art = dynamic_cast<CGArtifact*>(obj.get()))
{
if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact)
{
std::vector<SpellID> out;
for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
{
//if(map->isAllowedSpell(spell->id))
{
out.push_back(spell->id);
}
}
auto a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, CRandomGenerator::getDefault()));
art->storedArtifact = a;
}
else
map()->allowedArtifact.at(art->subID) = true;
}
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}
}
void MapController::setMap(std::unique_ptr<CMap> cmap)
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{
_map = std::move(cmap);
repairMap();
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for(int i : {0, 1})
{
_scenes[i].reset(new MapScene(i));
_miniscenes[i].reset(new MinimapScene(i));
}
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resetMapHandler();
sceneForceUpdate();
connectScenes();
_map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo)
{
main->enableUndo(allowUndo);
main->enableRedo(allowRedo);
}
);
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_map->getEditManager()->getUndoManager().clearAll();
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}
void MapController::sceneForceUpdate()
{
_scenes[0]->updateViews();
_miniscenes[0]->updateViews();
if(_map->twoLevel)
{
_scenes[1]->updateViews();
_miniscenes[1]->updateViews();
}
}
void MapController::sceneForceUpdate(int level)
{
_scenes[level]->updateViews();
_miniscenes[level]->updateViews();
}
void MapController::resetMapHandler()
{
if(!_mapHandler)
_mapHandler.reset(new MapHandler());
_mapHandler->reset(map());
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for(int i : {0, 1})
{
_scenes[i]->initialize(*this);
_miniscenes[i]->initialize(*this);
}
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}
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void MapController::commitTerrainChange(int level, const TerrainId & terrain)
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{
std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
_scenes[level]->selectionTerrainView.selection().end());
if(v.empty())
return;
_scenes[level]->selectionTerrainView.clear();
_scenes[level]->selectionTerrainView.draw();
_map->getEditManager()->getTerrainSelection().setSelection(v);
_map->getEditManager()->drawTerrain(terrain, &CRandomGenerator::getDefault());
for(auto & t : v)
_scenes[level]->terrainView.setDirty(t);
_scenes[level]->terrainView.draw();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitRoadOrRiverChange(int level, ui8 type, bool isRoad)
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{
std::vector<int3> v(_scenes[level]->selectionTerrainView.selection().begin(),
_scenes[level]->selectionTerrainView.selection().end());
if(v.empty())
return;
_scenes[level]->selectionTerrainView.clear();
_scenes[level]->selectionTerrainView.draw();
_map->getEditManager()->getTerrainSelection().setSelection(v);
if(isRoad)
_map->getEditManager()->drawRoad(RoadId(type), &CRandomGenerator::getDefault());
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else
_map->getEditManager()->drawRiver(RiverId(type), &CRandomGenerator::getDefault());
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for(auto & t : v)
_scenes[level]->terrainView.setDirty(t);
_scenes[level]->terrainView.draw();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitObjectErase(int level)
{
auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
if (selectedObjects.size() > 1)
{
//mass erase => undo in one operation
_map->getEditManager()->removeObjects(selectedObjects);
}
else if (selectedObjects.size() == 1)
{
_map->getEditManager()->removeObject(*selectedObjects.begin());
}
else //nothing to erase - shouldn't be here
{
return;
}
for (auto obj : selectedObjects)
{
//invalidate tiles under objects
_mapHandler->invalidate(_mapHandler->getTilesUnderObject(obj));
_scenes[level]->objectsView.setDirty(obj);
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}
_scenes[level]->selectionObjectsView.clear();
_scenes[level]->objectsView.draw();
_scenes[level]->selectionObjectsView.draw();
_scenes[level]->passabilityView.update();
_miniscenes[level]->updateViews();
main->mapChanged();
}
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void MapController::copyToClipboard(int level)
{
_clipboard.clear();
_clipboardShiftIndex = 0;
auto selectedObjects = _scenes[level]->selectionObjectsView.getSelection();
for(auto * obj : selectedObjects)
{
assert(obj->pos.z == level);
_clipboard.push_back(CMemorySerializer::deepCopy(*obj));
}
}
void MapController::pasteFromClipboard(int level)
{
_scenes[level]->selectionObjectsView.clear();
auto shift = int3::getDirs()[_clipboardShiftIndex++];
if(_clipboardShiftIndex == int3::getDirs().size())
_clipboardShiftIndex = 0;
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for(auto & objUniquePtr : _clipboard)
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{
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auto * obj = CMemorySerializer::deepCopy(*objUniquePtr).release();
auto newPos = objUniquePtr->pos + shift;
if(_map->isInTheMap(newPos))
obj->pos = newPos;
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obj->pos.z = level;
Initializer init(obj, defaultPlayer);
_map->getEditManager()->insertObject(obj);
_scenes[level]->selectionObjectsView.selectObject(obj);
_mapHandler->invalidate(obj);
}
_scenes[level]->objectsView.draw();
_scenes[level]->passabilityView.update();
_scenes[level]->selectionObjectsView.draw();
_miniscenes[level]->updateViews();
main->mapChanged();
}
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bool MapController::discardObject(int level) const
{
_scenes[level]->selectionObjectsView.clear();
if(_scenes[level]->selectionObjectsView.newObject)
{
delete _scenes[level]->selectionObjectsView.newObject;
_scenes[level]->selectionObjectsView.newObject = nullptr;
_scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
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_scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
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_scenes[level]->selectionObjectsView.draw();
return true;
}
return false;
}
void MapController::createObject(int level, CGObjectInstance * obj) const
{
_scenes[level]->selectionObjectsView.newObject = obj;
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_scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::MOVEMENT;
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_scenes[level]->selectionObjectsView.draw();
}
void MapController::commitObstacleFill(int level)
{
auto selection = _scenes[level]->selectionTerrainView.selection();
if(selection.empty())
return;
//split by zones
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std::map<TerrainId, ObstacleProxy> terrainSelected;
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for(auto & t : selection)
{
auto tl = _map->getTile(t);
if(tl.blocked || tl.visitable)
continue;
terrainSelected[tl.terType->getId()].blockedArea.add(t);
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}
for(auto & sel : terrainSelected)
{
sel.second.collectPossibleObstacles(sel.first);
sel.second.placeObstacles(_map.get(), CRandomGenerator::getDefault());
}
_mapHandler->invalidateObjects();
_scenes[level]->selectionTerrainView.clear();
_scenes[level]->selectionTerrainView.draw();
_scenes[level]->objectsView.draw(false); //TODO: enable smart invalidation (setDirty)
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_scenes[level]->passabilityView.update();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitObjectChange(int level)
{
for( auto * o : _scenes[level]->selectionObjectsView.getSelection())
_scenes[level]->objectsView.setDirty(o);
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_scenes[level]->objectsView.draw();
_scenes[level]->selectionObjectsView.draw();
_scenes[level]->passabilityView.update();
_miniscenes[level]->updateViews();
main->mapChanged();
}
void MapController::commitChangeWithoutRedraw()
{
//DO NOT REDRAW
main->mapChanged();
}
void MapController::commitObjectShift(int level)
{
auto shift = _scenes[level]->selectionObjectsView.shift;
bool makeShift = !shift.isNull();
if(makeShift)
{
for(auto * obj : _scenes[level]->selectionObjectsView.getSelection())
{
int3 pos = obj->pos;
pos.z = level;
pos.x += shift.x(); pos.y += shift.y();
auto prevPositions = _mapHandler->getTilesUnderObject(obj);
_scenes[level]->objectsView.setDirty(obj); //set dirty before movement
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_map->getEditManager()->moveObject(obj, pos);
_mapHandler->invalidate(prevPositions);
_mapHandler->invalidate(obj);
}
}
_scenes[level]->selectionObjectsView.newObject = nullptr;
_scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
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_scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
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if(makeShift)
{
_scenes[level]->objectsView.draw();
_scenes[level]->selectionObjectsView.draw();
_scenes[level]->passabilityView.update();
_miniscenes[level]->updateViews();
main->mapChanged();
}
}
void MapController::commitObjectCreate(int level)
{
auto * newObj = _scenes[level]->selectionObjectsView.newObject;
if(!newObj)
return;
auto shift = _scenes[level]->selectionObjectsView.shift;
int3 pos = newObj->pos;
pos.z = level;
pos.x += shift.x(); pos.y += shift.y();
newObj->pos = pos;
Initializer init(newObj, defaultPlayer);
_map->getEditManager()->insertObject(newObj);
_mapHandler->invalidate(newObj);
_scenes[level]->objectsView.setDirty(newObj);
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_scenes[level]->selectionObjectsView.newObject = nullptr;
_scenes[level]->selectionObjectsView.shift = QPoint(0, 0);
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_scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING;
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_scenes[level]->objectsView.draw();
_scenes[level]->selectionObjectsView.draw();
_scenes[level]->passabilityView.update();
_miniscenes[level]->updateViews();
main->mapChanged();
}
bool MapController::canPlaceObject(int level, CGObjectInstance * newObj, QString & error) const
{
//find all objects of such type
int objCounter = 0;
for(auto o : _map->objects)
{
if(o->ID == newObj->ID && o->subID == newObj->subID)
{
++objCounter;
}
}
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if(newObj->ID == Obj::GRAIL && objCounter >= 1) //special case for grail
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{
auto typeName = QString::fromStdString(newObj->typeName);
auto subTypeName = QString::fromStdString(newObj->subTypeName);
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error = QString("There can be only one grail object on the map");
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return false; //maplimit reached
}
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if(defaultPlayer == PlayerColor::NEUTRAL && (newObj->ID == Obj::HERO || newObj->ID == Obj::RANDOM_HERO))
{
error = "Hero cannot be created as NEUTRAL";
return false;
}
return true;
}
void MapController::undo()
{
_map->getEditManager()->getUndoManager().undo();
resetMapHandler();
sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
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main->mapChanged();
}
void MapController::redo()
{
_map->getEditManager()->getUndoManager().redo();
resetMapHandler();
sceneForceUpdate(); //TODO: use smart invalidation (setDirty)
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main->mapChanged();
}