#include "mapcontroller.h" #include "../lib/GameConstants.h" #include "../lib/mapping/CMapService.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapEditManager.h" #include "../lib/Terrain.h" #include "../lib/mapObjects/CObjectClassesHandler.h" #include "../lib/rmg/ObstaclePlacer.h" #include "../lib/CSkillHandler.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/CHeroHandler.h" #include "mapview.h" #include "scenelayer.h" #include "maphandler.h" #include "mainwindow.h" #include "inspector/inspector.h" MapController::MapController(MainWindow * m): main(m) { _scenes[0].reset(new MapScene(0)); _scenes[1].reset(new MapScene(1)); _miniscenes[0].reset(new MinimapScene(0)); _miniscenes[1].reset(new MinimapScene(1)); 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 & 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() { //there might be extra skills, arts and spells not imported from map if(VLC->skillh->getDefaultAllowed().size() > map()->allowedAbilities.size()) { for(int i = map()->allowedAbilities.size(); i < VLC->skillh->getDefaultAllowed().size(); ++i) map()->allowedAbilities.push_back(false); } if(VLC->arth->getDefaultAllowed().size() > map()->allowedArtifact.size()) { for(int i = map()->allowedArtifact.size(); i < VLC->arth->getDefaultAllowed().size(); ++i) map()->allowedArtifact.push_back(false); } if(VLC->spellh->getDefaultAllowed().size() > map()->allowedSpell.size()) { for(int i = map()->allowedSpell.size(); i < VLC->spellh->getDefaultAllowed().size(); ++i) map()->allowedSpell.push_back(false); } if(VLC->heroh->getDefaultAllowed().size() > map()->allowedHeroes.size()) { for(int i = map()->allowedHeroes.size(); i < VLC->heroh->getDefaultAllowed().size(); ++i) map()->allowedHeroes.push_back(false); } //fix owners for objects for(auto obj : _map->objects) { //setup proper names (hero name will be fixed later if(obj->ID != Obj::HERO && obj->ID != Obj::PRISON && (obj->typeName.empty() || obj->subTypeName.empty())) { auto handler = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID); obj->typeName = handler->typeName; obj->subTypeName = handler->subTypeName; } //fix flags if(obj->getOwner() == PlayerColor::UNFLAGGABLE) { if(dynamic_cast(obj.get()) || dynamic_cast(obj.get()) || dynamic_cast(obj.get()) || dynamic_cast(obj.get()) || dynamic_cast(obj.get()) || dynamic_cast(obj.get()) || dynamic_cast(obj.get())) obj->tempOwner = PlayerColor::NEUTRAL; } //fix hero instance if(auto * nih = dynamic_cast(obj.get())) { map()->allowedHeroes.at(nih->subID) = true; auto type = VLC->heroh->objects[nih->subID]; assert(type->heroClass); //TODO: find a way to get proper type name if(obj->ID == Obj::HERO) nih->typeName = "hero"; if(obj->ID == Obj::PRISON) nih->typeName = "prison"; nih->subTypeName = type->heroClass->identifier; nih->type = type; if(nih->name.empty()) nih->name = nih->type->name; if(nih->biography.empty()) nih->biography = nih->type->biography; if(nih->ID == Obj::HERO) //not prison 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(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); }); } } //fix spell scrolls if(auto * art = dynamic_cast(obj.get())) { if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact) { std::vector 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; } } } void MapController::setMap(std::unique_ptr cmap) { _map = std::move(cmap); repairMap(); _scenes[0].reset(new MapScene(0)); _scenes[1].reset(new MapScene(1)); _miniscenes[0].reset(new MinimapScene(0)); _miniscenes[1].reset(new MinimapScene(1)); resetMapHandler(); sceneForceUpdate(); connectScenes(); _map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo) { main->enableUndo(allowUndo); main->enableRedo(allowRedo); } ); } 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()); _scenes[0]->initialize(*this); _scenes[1]->initialize(*this); _miniscenes[0]->initialize(*this); _miniscenes[1]->initialize(*this); } void MapController::commitTerrainChange(int level, const TerrainId & terrain) { std::vector 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) { std::vector 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()); else _map->getEditManager()->drawRiver(RiverId(type), &CRandomGenerator::getDefault()); 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]->selectionObjectsView.clear(); _scenes[level]->objectsView.draw(); _scenes[level]->selectionObjectsView.draw(); _scenes[level]->passabilityView.update(); _miniscenes[level]->updateViews(); main->mapChanged(); } 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); _scenes[level]->selectionObjectsView.selectionMode = 0; _scenes[level]->selectionObjectsView.draw(); return true; } return false; } void MapController::createObject(int level, CGObjectInstance * obj) const { _scenes[level]->selectionObjectsView.newObject = obj; _scenes[level]->selectionObjectsView.selectionMode = 2; _scenes[level]->selectionObjectsView.draw(); } void MapController::commitObstacleFill(int level) { auto selection = _scenes[level]->selectionTerrainView.selection(); if(selection.empty()) return; //split by zones std::map terrainSelected; for(auto & t : selection) { auto tl = _map->getTile(t); if(tl.blocked || tl.visitable) continue; terrainSelected[tl.terType->id].blockedArea.add(t); } 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(); _scenes[level]->passabilityView.update(); _miniscenes[level]->updateViews(); main->mapChanged(); } void MapController::commitObjectChange(int level) { //for( auto * o : _scenes[level]->selectionObjectsView.getSelection()) //_mapHandler->invalidate(o); _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); _map->getEditManager()->moveObject(obj, pos); _mapHandler->invalidate(prevPositions); _mapHandler->invalidate(obj); } } _scenes[level]->selectionObjectsView.newObject = nullptr; _scenes[level]->selectionObjectsView.shift = QPoint(0, 0); _scenes[level]->selectionObjectsView.selectionMode = 0; 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]->selectionObjectsView.newObject = nullptr; _scenes[level]->selectionObjectsView.shift = QPoint(0, 0); _scenes[level]->selectionObjectsView.selectionMode = 0; _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; } } if(newObj->ID == Obj::GRAIL && objCounter >= 1) //special case for grail { auto typeName = QString::fromStdString(newObj->typeName); auto subTypeName = QString::fromStdString(newObj->subTypeName); error = QString("There can be only one grail object on the map"); return false; //maplimit reached } 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(); main->mapChanged(); } void MapController::redo() { _map->getEditManager()->getUndoManager().redo(); resetMapHandler(); sceneForceUpdate(); main->mapChanged(); }