/* * 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 * */ #include "StdInc.h" #include "mapcontroller.h" #include "../lib/ArtifactUtils.h" #include "../lib/GameConstants.h" #include "../lib/entities/hero/CHeroClass.h" #include "../lib/entities/hero/CHeroHandler.h" #include "../lib/mapObjectConstructors/AObjectTypeHandler.h" #include "../lib/mapObjectConstructors/CObjectClassesHandler.h" #include "../lib/mapObjects/ObjectTemplate.h" #include "../lib/mapping/CMapService.h" #include "../lib/mapping/CMap.h" #include "../lib/mapping/CMapEditManager.h" #include "../lib/mapping/ObstacleProxy.h" #include "../lib/modding/CModHandler.h" #include "../lib/modding/CModInfo.h" #include "../lib/TerrainHandler.h" #include "../lib/CSkillHandler.h" #include "../lib/spells/CSpellHandler.h" #include "../lib/CRandomGenerator.h" #include "../lib/serializer/CMemorySerializer.h" #include "mapview.h" #include "scenelayer.h" #include "maphandler.h" #include "mainwindow.h" #include "inspector/inspector.h" #include "VCMI_Lib.h" MapController::MapController(MainWindow * m): main(m) { for(int i : {0, 1}) { _scenes[i].reset(new MapScene(i)); _miniscenes[i].reset(new MinimapScene(i)); } 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() { main = nullptr; } 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() { repairMap(map()); } void MapController::repairMap(CMap * map) const { if(!map) return; //make sure events/rumors has name to have proper identifiers int emptyNameId = 1; for(auto & e : map->events) if(e.name.empty()) e.name = "event_" + std::to_string(emptyNameId++); emptyNameId = 1; for(auto & e : map->rumors) if(e.name.empty()) e.name = "rumor_" + std::to_string(emptyNameId++); //fix owners for objects auto allImpactedObjects(map->objects); allImpactedObjects.insert(allImpactedObjects.end(), map->predefinedHeroes.begin(), map->predefinedHeroes.end()); for(auto obj : allImpactedObjects) { //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())) { // All heroes present on map or in prisons need to be allowed to rehire them after they are defeated // FIXME: How about custom scenarios where defeated hero cannot be hired again? map->allowedHeroes.insert(nih->getHeroTypeID()); auto const & type = VLC->heroh->objects[nih->subID]; assert(type->heroClass); if(nih->ID == Obj::HERO) //not prison nih->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front(); //fix spellbook if(nih->spellbookContainsSpell(SpellID::SPELLBOOK_PRESET)) { nih->removeSpellFromSpellbook(SpellID::SPELLBOOK_PRESET); if(!nih->getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) nih->putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK)); } } //fix town instance if(auto * tnh = dynamic_cast(obj.get())) { if(tnh->getTown()) { for(const auto & building : tnh->getBuildings()) { if(!tnh->getTown()->buildings.count(building)) tnh->removeBuilding(building); } 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 const & spell : VLC->spellh->objects) //spellh size appears to be greater (?) { //if(map->isAllowedSpell(spell->id)) { out.push_back(spell->id); } } auto a = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, CRandomGenerator::getDefault())); art->storedArtifact = a; } } //fix mines if(auto * mine = dynamic_cast(obj.get())) { if(!mine->isAbandoned()) { mine->producedResource = GameResID(mine->subID); mine->producedQuantity = mine->defaultResProduction(); } } } } void MapController::setMap(std::unique_ptr cmap) { _map = std::move(cmap); repairMap(); for(int i : {0, 1}) { _scenes[i].reset(new MapScene(i)); _miniscenes[i].reset(new MinimapScene(i)); } resetMapHandler(); sceneForceUpdate(); connectScenes(); _map->getEditManager()->getUndoManager().setUndoCallback([this](bool allowUndo, bool allowRedo) { if(!main) return; main->enableUndo(allowUndo); main->enableRedo(allowRedo); } ); _map->getEditManager()->getUndoManager().clearAll(); initObstaclePainters(_map.get()); } void MapController::initObstaclePainters(CMap * map) { for (auto const & terrain : VLC->terrainTypeHandler->objects) { auto terrainId = terrain->getId(); _obstaclePainters[terrainId] = std::make_unique(map); _obstaclePainters[terrainId]->collectPossibleObstacles(terrainId); } } 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()); for(int i : {0, 1}) { _scenes[i]->initialize(*this); _miniscenes[i]->initialize(*this); } } void MapController::commitTerrainChange(int level, const TerrainId & terrain) { static const int terrainDecorationPercentageLevel = 10; 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, terrainDecorationPercentageLevel, &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->removeObject(obj); _scenes[level]->objectsView.setDirty(obj); } _scenes[level]->selectionObjectsView.clear(); _scenes[level]->objectsView.draw(); _scenes[level]->selectionObjectsView.draw(); _scenes[level]->passabilityView.update(); _miniscenes[level]->updateViews(); main->mapChanged(); } 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; QStringList errors; for(auto & objUniquePtr : _clipboard) { auto * obj = CMemorySerializer::deepCopy(*objUniquePtr).release(); QString errorMsg; if (!canPlaceObject(level, obj, errorMsg)) { errors.push_back(std::move(errorMsg)); continue; } auto newPos = objUniquePtr->pos + shift; if(_map->isInTheMap(newPos)) obj->pos = newPos; obj->pos.z = level; Initializer init(obj, defaultPlayer); _map->getEditManager()->insertObject(obj); _scenes[level]->selectionObjectsView.selectObject(obj); _mapHandler->invalidate(obj); } if(!errors.isEmpty()) QMessageBox::warning(main, QObject::tr("Can't place object"), errors.join('\n')); _scenes[level]->objectsView.draw(); _scenes[level]->passabilityView.update(); _scenes[level]->selectionObjectsView.draw(); _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 = SelectionObjectsLayer::NOTHING; _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 = SelectionObjectsLayer::MOVEMENT; _scenes[level]->selectionObjectsView.draw(); } void MapController::commitObstacleFill(int level) { auto selection = _scenes[level]->selectionTerrainView.selection(); if(selection.empty()) return; //split by zones for (auto & painter : _obstaclePainters) { painter.second->clearBlockedArea(); } for(auto & t : selection) { auto tl = _map->getTile(t); if(tl.blocked() || tl.visitable()) continue; auto terrain = tl.getTerrainID(); _obstaclePainters[terrain]->addBlockedTile(t); } for(auto & sel : _obstaclePainters) { for(auto * o : sel.second->placeObstacles(CRandomGenerator::getDefault())) { _mapHandler->invalidate(o); _scenes[level]->objectsView.setDirty(o); } } _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()) _scenes[level]->objectsView.setDirty(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(); _scenes[level]->objectsView.setDirty(obj); //set dirty before movement _map->getEditManager()->moveObject(obj, pos); _mapHandler->invalidate(obj); } } _scenes[level]->selectionObjectsView.newObject = nullptr; _scenes[level]->selectionObjectsView.shift = QPoint(0, 0); _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING; 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); _scenes[level]->selectionObjectsView.newObject = nullptr; _scenes[level]->selectionObjectsView.shift = QPoint(0, 0); _scenes[level]->selectionObjectsView.selectionMode = SelectionObjectsLayer::NOTHING; _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 { error = QObject::tr("There can only be one grail object on the map."); return false; //maplimit reached } if(defaultPlayer == PlayerColor::NEUTRAL && (newObj->ID == Obj::HERO || newObj->ID == Obj::RANDOM_HERO)) { error = QObject::tr("Hero %1 cannot be created as NEUTRAL.").arg(QString::fromStdString(newObj->instanceName)); return false; } return true; } void MapController::undo() { _map->getEditManager()->getUndoManager().undo(); resetMapHandler(); sceneForceUpdate(); //TODO: use smart invalidation (setDirty) main->mapChanged(); } void MapController::redo() { _map->getEditManager()->getUndoManager().redo(); resetMapHandler(); sceneForceUpdate(); //TODO: use smart invalidation (setDirty) main->mapChanged(); } ModCompatibilityInfo MapController::modAssessmentAll() { ModCompatibilityInfo result; for(auto primaryID : VLC->objtypeh->knownObjects()) { for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID)) { auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID); auto modName = QString::fromStdString(handler->getJsonKey()).split(":").at(0).toStdString(); if(modName != "core") result[modName] = VLC->modh->getModInfo(modName).getVerificationInfo(); } } return result; } ModCompatibilityInfo MapController::modAssessmentMap(const CMap & map) { ModCompatibilityInfo result; auto extractEntityMod = [&result](const auto & entity) { auto modScope = entity->getModScope(); if(modScope != "core") result[modScope] = VLC->modh->getModInfo(modScope).getVerificationInfo(); }; for(auto obj : map.objects) { auto handler = obj->getObjectHandler(); auto modScope = handler->getModScope(); if(modScope != "core") result[modScope] = VLC->modh->getModInfo(modScope).getVerificationInfo(); if(obj->ID == Obj::TOWN || obj->ID == Obj::RANDOM_TOWN) { auto town = dynamic_cast(obj.get()); for(const auto & spellID : town->possibleSpells) { if(spellID == SpellID::PRESET) continue; extractEntityMod(spellID.toEntity(VLC)); } for(const auto & spellID : town->obligatorySpells) { extractEntityMod(spellID.toEntity(VLC)); } } if(obj->ID == Obj::HERO || obj->ID == Obj::RANDOM_HERO) { auto hero = dynamic_cast(obj.get()); for(const auto & spellID : hero->getSpellsInSpellbook()) { if(spellID == SpellID::PRESET || spellID == SpellID::SPELLBOOK_PRESET) continue; extractEntityMod(spellID.toEntity(VLC)); } } } //TODO: terrains, artifacts? return result; }