/
creature_tracker.cpp
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/
creature_tracker.cpp
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#include "creature_tracker.h"
#include <algorithm>
#include "debug.h"
#include "item.h"
#include "mongroup.h"
#include "monster.h"
#include "mtype.h"
#include "string_formatter.h"
#define dbg(x) DebugLog((DebugLevel)(x),D_GAME) << __FILE__ << ":" << __LINE__ << ": "
Creature_tracker::Creature_tracker() = default;
Creature_tracker::~Creature_tracker() = default;
std::shared_ptr<monster> Creature_tracker::find( const tripoint &pos ) const
{
const auto iter = monsters_by_location.find( pos );
if( iter != monsters_by_location.end() ) {
const std::shared_ptr<monster> &mon_ptr = iter->second;
if( !mon_ptr->is_dead() ) {
return mon_ptr;
}
}
return nullptr;
}
int Creature_tracker::temporary_id( const monster &critter ) const
{
const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
[&]( const std::shared_ptr<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter == monsters_list.end() ) {
return -1;
}
return iter - monsters_list.begin();
}
std::shared_ptr<monster> Creature_tracker::from_temporary_id( const int id )
{
if( static_cast<size_t>( id ) < monsters_list.size() ) {
return monsters_list[id];
} else {
return nullptr;
}
}
bool Creature_tracker::add( monster &critter )
{
if( critter.type->id.is_null() ) { // Don't want to spawn null monsters o.O
return false;
}
if( critter.type->has_flag( MF_VERMIN ) ) {
// Don't spawn vermin, they aren't implemented yet
return false;
}
if( const std::shared_ptr<monster> existing_mon_ptr = find( critter.pos() ) ) {
// We can spawn stuff on hallucinations, but we need to kill them first
if( existing_mon_ptr->is_hallucination() ) {
existing_mon_ptr->die( nullptr );
// But don't remove - that would change the monster order and could segfault
} else if( critter.is_hallucination() ) {
return false;
} else {
debugmsg( "add_zombie: there's already a monster at %d,%d,%d",
critter.posx(), critter.posy(), critter.posz() );
return false;
}
}
if( MonsterGroupManager::monster_is_blacklisted( critter.type->id ) ) {
return false;
}
monsters_list.emplace_back( std::make_shared<monster>( critter ) );
monsters_by_location[critter.pos()] = monsters_list.back();
return true;
}
size_t Creature_tracker::size() const
{
return monsters_list.size();
}
bool Creature_tracker::update_pos( const monster &critter, const tripoint &new_pos )
{
if( critter.is_dead() ) {
// find ignores dead critters anyway, changing their position in the
// monsters_by_location map is useless.
remove_from_location_map( critter );
return true;
}
if( const std::shared_ptr<monster> new_critter_ptr = find( new_pos ) ) {
auto &othermon = *new_critter_ptr;
if( othermon.is_hallucination() ) {
othermon.die( nullptr );
} else {
debugmsg( "update_zombie_pos: wanted to move %s to %d,%d,%d, but new location already has %s",
critter.disp_name().c_str(),
new_pos.x, new_pos.y, new_pos.z, othermon.disp_name().c_str() );
return false;
}
}
const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
[&]( const std::shared_ptr<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter != monsters_list.end() ) {
monsters_by_location.erase( critter.pos() );
monsters_by_location[new_pos] = *iter;
return true;
} else {
const tripoint &old_pos = critter.pos();
// We're changing the x/y/z coordinates of a zombie that hasn't been added
// to the game yet. add_zombie() will update monsters_by_location for us.
debugmsg( "update_zombie_pos: no %s at %d,%d,%d (moving to %d,%d,%d)",
critter.disp_name().c_str(),
old_pos.x, old_pos.y, old_pos.z, new_pos.x, new_pos.y, new_pos.z );
// Rebuild cache in case the monster actually IS in the game, just bugged
rebuild_cache();
return false;
}
}
void Creature_tracker::remove_from_location_map( const monster &critter )
{
const tripoint &loc = critter.pos();
const auto pos_iter = monsters_by_location.find( loc );
if( pos_iter != monsters_by_location.end() ) {
if( pos_iter->second.get() == &critter ) {
monsters_by_location.erase( pos_iter );
}
}
}
void Creature_tracker::remove( const monster &critter )
{
const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
[&]( const std::shared_ptr<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter == monsters_list.end() ) {
debugmsg( "Tried to remove invalid monster %s", critter.name().c_str() );
return;
}
remove_from_location_map( critter );
monsters_list.erase( iter );
}
void Creature_tracker::clear()
{
monsters_list.clear();
monsters_by_location.clear();
}
void Creature_tracker::rebuild_cache()
{
monsters_by_location.clear();
for( const std::shared_ptr<monster> &mon_ptr : monsters_list ) {
monsters_by_location[mon_ptr->pos()] = mon_ptr;
}
}
void Creature_tracker::swap_positions( monster &first, monster &second )
{
if( first.pos() == second.pos() ) {
return;
}
// Either of them may be invalid!
const auto first_iter = monsters_by_location.find( first.pos() );
const auto second_iter = monsters_by_location.find( second.pos() );
// implied: first_iter != second_iter
std::shared_ptr<monster> first_ptr;
if( first_iter != monsters_by_location.end() ) {
first_ptr = first_iter->second;
monsters_by_location.erase( first_iter );
}
std::shared_ptr<monster> second_ptr;
if( second_iter != monsters_by_location.end() ) {
second_ptr = second_iter->second;
monsters_by_location.erase( second_iter );
}
// implied: (first_ptr != second_ptr) or (first_ptr == nullptr && second_ptr == nullptr)
tripoint temp = second.pos();
second.spawn( first.pos() );
first.spawn( temp );
// If the pointers have been taken out of the list, put them back in.
if( first_ptr ) {
monsters_by_location[first.pos()] = first_ptr;
}
if( second_ptr ) {
monsters_by_location[second.pos()] = second_ptr;
}
}
bool Creature_tracker::kill_marked_for_death()
{
// Important: `Creature::die` must not be called after creature objects (NPCs, monsters) have
// been removed, the dying creature could still have a pointer (the killer) to another creature.
bool monster_is_dead = false;
for( const auto &mon_ptr : monsters_list ) {
if( mon_ptr != nullptr ) {
monster &critter = *mon_ptr;
if( critter.is_dead() ) {
dbg( D_INFO ) << string_format( "cleanup_dead: critter %d,%d,%d hp:%d %s",
critter.posx(), critter.posy(), critter.posz(),
critter.get_hp(), critter.name().c_str() );
critter.die( nullptr );
monster_is_dead = true;
}
}
}
return monster_is_dead;
}
void Creature_tracker::remove_dead()
{
// Can't use game::all_monsters() as it would not contain *dead* monsters.
for( auto iter = monsters_list.begin(); iter != monsters_list.end(); ) {
const monster &critter = **iter;
if( critter.is_dead() ) {
remove_from_location_map( critter );
iter = monsters_list.erase( iter );
} else {
++iter;
}
}
}