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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-04 09:42:40 +02:00
vcmi/mapeditor/mapcontroller.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

667 lines
18 KiB
C++

/*
* 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/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/CHeroHandler.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<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()
{
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)
{
//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->getTypeName();
obj->subTypeName = handler->getSubTypeName();
}
//fix flags
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()) ||
dynamic_cast<CGLighthouse*>(obj.get()) ||
dynamic_cast<CGHeroInstance*>(obj.get()))
obj->tempOwner = PlayerColor::NEUTRAL;
}
//fix hero instance
if(auto * nih = dynamic_cast<CGHeroInstance*>(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);
//TODO: find a way to get proper type name
if(obj->ID == Obj::HERO)
{
nih->typeName = "hero";
nih->subTypeName = type->heroClass->getJsonKey();
}
if(obj->ID == Obj::PRISON)
{
nih->typeName = "prison";
nih->subTypeName = "prison";
nih->subID = 0;
}
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<CGTownInstance*>(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<CGArtifact*>(obj.get()))
{
if(art->ID == Obj::SPELL_SCROLL && !art->storedArtifact)
{
std::vector<SpellID> 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<CGMine*>(obj.get()))
{
if(!mine->isAbandoned())
{
mine->producedResource = GameResID(mine->subID);
mine->producedQuantity = mine->defaultResProduction();
}
}
}
}
void MapController::setMap(std::unique_ptr<CMap> 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<EditorObstaclePlacer>(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<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, 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<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());
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));
}
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);
}
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.terType->getId();
_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
{
auto typeName = QString::fromStdString(newObj->typeName);
auto subTypeName = QString::fromStdString(newObj->subTypeName);
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<CGTownInstance *>(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<CGHeroInstance *>(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;
}