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435 lines
13 KiB
C++
435 lines
13 KiB
C++
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/*
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* CMapEditManager.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../CRandomGenerator.h"
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#include "../int3.h"
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#include "../GameConstants.h"
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class CGObjectInstance;
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class CTerrainViewPatternConfig;
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struct TerrainViewPattern;
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class CMap;
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/// Represents a map rectangle.
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struct DLL_LINKAGE MapRect
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{
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MapRect();
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MapRect(int3 pos, si32 width, si32 height);
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si32 x, y, z;
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si32 width, height;
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si32 left() const;
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si32 right() const;
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si32 top() const;
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si32 bottom() const;
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int3 topLeft() const; /// Top left corner of this rect.
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int3 topRight() const; /// Top right corner of this rect.
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int3 bottomLeft() const; /// Bottom left corner of this rect.
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int3 bottomRight() const; /// Bottom right corner of this rect.
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/// Returns a MapRect of the intersection of this rectangle and the given one.
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MapRect operator&(const MapRect & rect) const;
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template<typename Func>
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void forEach(Func f) const
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{
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for(int j = y; j < bottom(); ++j)
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{
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for(int i = x; i < right(); ++i)
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{
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f(int3(i, j, z));
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}
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}
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}
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};
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/// Generic selection class to select any type
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template<typename T>
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class DLL_LINKAGE CMapSelection
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{
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public:
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explicit CMapSelection(CMap * map) : map(map) { }
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virtual ~CMapSelection() { };
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void select(const T & item)
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{
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selectedItems.insert(item);
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}
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void deselect(const T & item)
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{
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selectedItems.erase(item);
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}
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std::set<T> getSelectedItems()
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{
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return selectedItems;
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}
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CMap * getMap() { return map; }
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virtual void selectRange(const MapRect & rect) { }
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virtual void deselectRange(const MapRect & rect) { }
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virtual void selectAll() { }
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virtual void clearSelection() { }
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private:
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std::set<T> selectedItems;
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CMap * map;
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};
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/// Selection class to select terrain.
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class DLL_LINKAGE CTerrainSelection : public CMapSelection<int3>
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{
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public:
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explicit CTerrainSelection(CMap * map);
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void selectRange(const MapRect & rect) override;
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void deselectRange(const MapRect & rect) override;
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void selectAll() override;
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void clearSelection() override;
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void setSelection(std::vector<int3> & vec);
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};
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/// Selection class to select objects.
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class DLL_LINKAGE CObjectSelection: public CMapSelection<CGObjectInstance *>
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{
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public:
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explicit CObjectSelection(CMap * map);
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};
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/// The abstract base class CMapOperation defines an operation that can be executed, undone and redone.
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class DLL_LINKAGE CMapOperation : public boost::noncopyable
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{
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public:
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explicit CMapOperation(CMap * map);
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virtual ~CMapOperation() { };
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virtual void execute() = 0;
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virtual void undo() = 0;
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virtual void redo() = 0;
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virtual std::string getLabel() const = 0; /// Returns a display-able name of the operation.
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static const int FLIP_PATTERN_HORIZONTAL = 1;
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static const int FLIP_PATTERN_VERTICAL = 2;
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static const int FLIP_PATTERN_BOTH = 3;
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protected:
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MapRect extendTileAround(const int3 & centerPos) const;
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MapRect extendTileAroundSafely(const int3 & centerPos) const; /// doesn't exceed map size
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CMap * map;
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};
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/// The CMapUndoManager provides the functionality to save operations and undo/redo them.
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class DLL_LINKAGE CMapUndoManager : boost::noncopyable
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{
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public:
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CMapUndoManager();
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void undo();
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void redo();
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void clearAll();
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/// The undo redo limit is a number which says how many undo/redo items can be saved. The default
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/// value is 10. If the value is 0, no undo/redo history will be maintained.
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int getUndoRedoLimit() const;
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void setUndoRedoLimit(int value);
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const CMapOperation * peekRedo() const;
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const CMapOperation * peekUndo() const;
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void addOperation(std::unique_ptr<CMapOperation> && operation); /// Client code does not need to call this method.
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private:
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typedef std::list<std::unique_ptr<CMapOperation> > TStack;
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void doOperation(TStack & fromStack, TStack & toStack, bool doUndo);
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const CMapOperation * peek(const TStack & stack) const;
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TStack undoStack;
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TStack redoStack;
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int undoRedoLimit;
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};
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/// The map edit manager provides functionality for drawing terrain and placing
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/// objects on the map.
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class DLL_LINKAGE CMapEditManager : boost::noncopyable
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{
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public:
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CMapEditManager(CMap * map);
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CMap * getMap();
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/// Clears the terrain. The free level is filled with water and the underground level with rock.
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void clearTerrain(CRandomGenerator * gen = nullptr);
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/// Draws terrain at the current terrain selection. The selection will be cleared automatically.
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void drawTerrain(ETerrainType terType, CRandomGenerator * gen = nullptr);
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/// Draws roads at the current terrain selection. The selection will be cleared automatically.
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void drawRoad(ERoadType::ERoadType roadType, CRandomGenerator * gen = nullptr);
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void insertObject(CGObjectInstance * obj, const int3 & pos);
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CTerrainSelection & getTerrainSelection();
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CObjectSelection & getObjectSelection();
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CMapUndoManager & getUndoManager();
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private:
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void execute(std::unique_ptr<CMapOperation> && operation);
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CMap * map;
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CMapUndoManager undoManager;
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CRandomGenerator gen;
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CTerrainSelection terrainSel;
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CObjectSelection objectSel;
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};
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/* ---------------------------------------------------------------------------- */
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/* Implementation/Detail classes, Private API */
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/* ---------------------------------------------------------------------------- */
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/// The CComposedOperation is an operation which consists of several operations.
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class CComposedOperation : public CMapOperation
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{
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public:
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CComposedOperation(CMap * map);
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void execute() override;
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void undo() override;
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void redo() override;
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void addOperation(std::unique_ptr<CMapOperation> && operation);
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private:
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std::list<std::unique_ptr<CMapOperation> > operations;
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};
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namespace ETerrainGroup
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{
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enum ETerrainGroup
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{
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NORMAL,
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DIRT,
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SAND,
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WATER,
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ROCK
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};
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}
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/// The terrain view pattern describes a specific composition of terrain tiles
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/// in a 3x3 matrix and notes which terrain view frame numbers can be used.
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struct DLL_LINKAGE TerrainViewPattern
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{
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struct WeightedRule
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{
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WeightedRule(std::string &Name);
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/// Gets true if this rule is a standard rule which means that it has a value of one of the RULE_* constants.
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inline bool isStandardRule() const
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{
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return standardRule;
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}
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inline bool isAnyRule() const
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{
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return anyRule;
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}
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inline bool isDirtRule() const
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{
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return dirtRule;
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}
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inline bool isSandRule() const
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{
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return sandRule;
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}
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inline bool isTransition() const
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{
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return transitionRule;
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}
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inline bool isNativeStrong() const
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{
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return nativeStrongRule;
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}
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inline bool isNativeRule() const
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{
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return nativeRule;
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}
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void setNative();
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/// The name of the rule. Can be any value of the RULE_* constants or a ID of a another pattern.
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//FIXME: remove string variable altogether, use only in constructor
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std::string name;
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/// Optional. A rule can have points. Patterns may have a minimum count of points to reach to be successful.
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int points;
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private:
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bool standardRule;
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bool anyRule;
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bool dirtRule;
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bool sandRule;
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bool transitionRule;
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bool nativeStrongRule;
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bool nativeRule;
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WeightedRule(); //only allow string constructor
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};
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static const int PATTERN_DATA_SIZE = 9;
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/// Constant for the flip mode different images. Pattern will be flipped and different images will be used(mapping area is divided into 4 parts)
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static const std::string FLIP_MODE_DIFF_IMAGES;
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/// Constant for the rule dirt, meaning a dirty border is required.
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static const std::string RULE_DIRT;
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/// Constant for the rule sand, meaning a sandy border is required.
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static const std::string RULE_SAND;
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/// Constant for the rule transition, meaning a dirty OR sandy border is required.
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static const std::string RULE_TRANSITION;
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/// Constant for the rule native, meaning a native border is required.
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static const std::string RULE_NATIVE;
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/// Constant for the rule native strong, meaning a native type is required.
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static const std::string RULE_NATIVE_STRONG;
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/// Constant for the rule any, meaning a native type, dirty OR sandy border is required.
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static const std::string RULE_ANY;
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TerrainViewPattern();
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/// The pattern data can be visualized as a 3x3 matrix:
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/// [ ][ ][ ]
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/// [ ][ ][ ]
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/// [ ][ ][ ]
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///
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/// The box in the center belongs always to the native terrain type and
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/// is the point of origin. Depending on the terrain type different rules
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/// can be used. Their meaning differs also from type to type.
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///
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/// std::vector -> several rules can be used in one cell
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std::array<std::vector<WeightedRule>, PATTERN_DATA_SIZE> data;
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/// The identifier of the pattern, if it's referenced from a another pattern.
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std::string id;
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/// This describes the mapping between this pattern and the corresponding range of frames
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/// which should be used for the ter view.
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///
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/// std::vector -> size=1: typical, size=2: if this pattern should map to two different types of borders
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/// std::pair -> 1st value: lower range, 2nd value: upper range
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std::vector<std::pair<int, int> > mapping;
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/// If diffImages is true, different images/frames are used to place a rotated terrain view. If it's false
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/// the same frame will be used and rotated.
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bool diffImages;
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/// The rotationTypesCount is only used if diffImages is true and holds the number how many rotation types(horizontal, etc...)
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/// are supported.
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int rotationTypesCount;
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/// The minimum and maximum points to reach to validate the pattern successfully.
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int minPoints, maxPoints;
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};
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/// The terrain view pattern config loads pattern data from the filesystem.
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class DLL_LINKAGE CTerrainViewPatternConfig : public boost::noncopyable
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{
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public:
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typedef std::vector<TerrainViewPattern> TVPVector;
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CTerrainViewPatternConfig();
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~CTerrainViewPatternConfig();
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const std::vector<TVPVector> & getTerrainViewPatternsForGroup(ETerrainGroup::ETerrainGroup terGroup) const;
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boost::optional<const TerrainViewPattern &> getTerrainViewPatternById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const;
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boost::optional<const TVPVector &> getTerrainViewPatternsById(ETerrainGroup::ETerrainGroup terGroup, const std::string & id) const;
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const TVPVector * getTerrainTypePatternById(const std::string & id) const;
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ETerrainGroup::ETerrainGroup getTerrainGroup(const std::string & terGroup) const;
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void flipPattern(TerrainViewPattern & pattern, int flip) const;
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private:
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std::map<ETerrainGroup::ETerrainGroup, std::vector<TVPVector> > terrainViewPatterns;
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std::map<std::string, TVPVector> terrainTypePatterns;
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};
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/// The CDrawTerrainOperation class draws a terrain area on the map.
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class CDrawTerrainOperation : public CMapOperation
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{
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public:
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CDrawTerrainOperation(CMap * map, const CTerrainSelection & terrainSel, ETerrainType terType, CRandomGenerator * gen);
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void execute() override;
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void undo() override;
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void redo() override;
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std::string getLabel() const override;
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private:
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struct ValidationResult
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{
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ValidationResult(bool result, const std::string & transitionReplacement = "");
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bool result;
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/// The replacement of a T rule, either D or S.
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std::string transitionReplacement;
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int flip;
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};
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struct InvalidTiles
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{
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std::set<int3> foreignTiles, nativeTiles;
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bool centerPosValid;
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InvalidTiles() : centerPosValid(false) { }
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};
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void updateTerrainTypes();
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void invalidateTerrainViews(const int3 & centerPos);
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InvalidTiles getInvalidTiles(const int3 & centerPos) const;
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void updateTerrainViews();
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ETerrainGroup::ETerrainGroup getTerrainGroup(ETerrainType terType) const;
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/// Validates the terrain view of the given position and with the given pattern. The first method wraps the
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/// second method to validate the terrain view with the given pattern in all four flip directions(horizontal, vertical).
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ValidationResult validateTerrainView(const int3 & pos, const std::vector<TerrainViewPattern> * pattern, int recDepth = 0) const;
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ValidationResult validateTerrainViewInner(const int3 & pos, const TerrainViewPattern & pattern, int recDepth = 0) const;
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/// Tests whether the given terrain type is a sand type. Sand types are: Water, Sand and Rock
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bool isSandType(ETerrainType terType) const;
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CTerrainSelection terrainSel;
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ETerrainType terType;
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CRandomGenerator * gen;
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std::set<int3> invalidatedTerViews;
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};
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class DLL_LINKAGE CTerrainViewPatternUtils
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{
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public:
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static void printDebuggingInfoAboutTile(const CMap * map, int3 pos);
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};
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/// The CClearTerrainOperation clears+initializes the terrain.
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class CClearTerrainOperation : public CComposedOperation
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{
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public:
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CClearTerrainOperation(CMap * map, CRandomGenerator * gen);
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std::string getLabel() const override;
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private:
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};
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/// The CInsertObjectOperation class inserts an object to the map.
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class CInsertObjectOperation : public CMapOperation
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{
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public:
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CInsertObjectOperation(CMap * map, CGObjectInstance * obj, const int3 & pos);
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void execute() override;
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void undo() override;
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void redo() override;
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std::string getLabel() const override;
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private:
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int3 pos;
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CGObjectInstance * obj;
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};
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