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creature_tracker.cpp
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creature_tracker.cpp
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#include "creature_tracker.h"
#include <algorithm>
#include <ostream>
#include <utility>
#include "avatar.h"
#include "cata_assert.h"
#include "debug.h"
#include "map.h"
#include "mongroup.h"
#include "monster.h"
#include "mtype.h"
#include "npc.h"
#include "string_formatter.h"
#include "type_id.h"
static const efftype_id effect_ridden( "ridden" );
static const mfaction_str_id monfaction_player( "player" );
#define dbg(x) DebugLog((x),D_GAME) << __FILE__ << ":" << __LINE__ << ": "
creature_tracker::creature_tracker() = default;
creature_tracker::~creature_tracker() = default;
shared_ptr_fast<monster> creature_tracker::find( const tripoint_abs_ms &pos ) const
{
const auto iter = monsters_by_location.find( pos );
if( iter != monsters_by_location.end() ) {
const shared_ptr_fast<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 shared_ptr_fast<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter == monsters_list.end() ) {
return -1;
}
return iter - monsters_list.begin();
}
shared_ptr_fast<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( const shared_ptr_fast<monster> &critter_ptr )
{
cata_assert( critter_ptr );
monster &critter = *critter_ptr;
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 shared_ptr_fast<monster> existing_mon_ptr = find( critter.get_location() ) ) {
// 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( "there's already a monster at %s", critter.get_location().to_string_writable() );
return false;
}
}
if( MonsterGroupManager::monster_is_blacklisted( critter.type->id ) ) {
return false;
}
monsters_list.emplace_back( critter_ptr );
monsters_by_location[critter.get_location()] = critter_ptr;
add_to_faction_map( critter_ptr );
return true;
}
void creature_tracker::add_to_faction_map( const shared_ptr_fast<monster> &critter_ptr )
{
cata_assert( critter_ptr );
monster &critter = *critter_ptr;
// Only 1 faction per mon at the moment.
if( critter.friendly == 0 ) {
monster_faction_map_[critter.faction][critter_ptr->get_location().z()].insert( critter_ptr );
} else {
monster_faction_map_[monfaction_player][critter_ptr->get_location().z()].insert( critter_ptr );
}
}
size_t creature_tracker::size() const
{
return monsters_list.size();
}
bool creature_tracker::update_pos( const monster &critter, const tripoint_abs_ms &old_pos,
const tripoint_abs_ms &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 shared_ptr_fast<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 %s, but new location already has %s",
critter.disp_name(), new_pos.to_string_writable(), othermon.disp_name() );
return false;
}
}
const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
[&]( const shared_ptr_fast<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter != monsters_list.end() ) {
monsters_by_location.erase( old_pos );
monsters_by_location[new_pos] = *iter;
return true;
} else {
// We're changing the x/y/z coordinates of a zombie that hasn't been added
// to the game yet. `add` will update monsters_by_location for us.
debugmsg( "update_zombie_pos: no %s at %s (moving to %s)",
critter.disp_name(), old_pos.to_string_writable(), new_pos.to_string_writable() );
// 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 auto pos_iter = monsters_by_location.find( critter.get_location() );
if( pos_iter != monsters_by_location.end() && pos_iter->second.get() == &critter ) {
monsters_by_location.erase( pos_iter );
return;
}
// When it's not in the map at its current location, it might still be there under,
// another location, so look for it.
const auto iter = std::find_if( monsters_by_location.begin(), monsters_by_location.end(),
[&]( const decltype( monsters_by_location )::value_type & v ) {
return v.second.get() == &critter;
} );
if( iter != monsters_by_location.end() ) {
monsters_by_location.erase( iter );
}
}
void creature_tracker::remove( const monster &critter )
{
const auto iter = std::find_if( monsters_list.begin(), monsters_list.end(),
[&]( const shared_ptr_fast<monster> &ptr ) {
return ptr.get() == &critter;
} );
if( iter == monsters_list.end() ) {
debugmsg( "Tried to remove invalid monster %s", critter.name() );
return;
}
for( auto &pair : monster_faction_map_ ) {
const int zpos = critter.pos().z;
const auto fac_iter = pair.second[zpos].find( *iter );
if( fac_iter != pair.second[zpos].end() ) {
// Need to do this manually because the shared pointer containing critter is kept valid
// within removed_ and so the weak pointer in monster_faction_map_ is also valid.
pair.second[zpos].erase( fac_iter );
break;
}
}
remove_from_location_map( critter );
removed_.push_back( *iter );
monsters_list.erase( iter );
}
void creature_tracker::clear()
{
monsters_list.clear();
monsters_by_location.clear();
monster_faction_map_.clear();
removed_.clear();
}
void creature_tracker::rebuild_cache()
{
monsters_by_location.clear();
monster_faction_map_.clear();
for( const shared_ptr_fast<monster> &mon_ptr : monsters_list ) {
monsters_by_location[mon_ptr->get_location()] = mon_ptr;
add_to_faction_map( mon_ptr );
}
}
void creature_tracker::swap_positions( monster &first, monster &second )
{
if( first.get_location() == second.get_location() ) {
return;
}
// Either of them may be invalid!
const auto first_iter = monsters_by_location.find( first.get_location() );
const auto second_iter = monsters_by_location.find( second.get_location() );
// implied: first_iter != second_iter
shared_ptr_fast<monster> first_ptr;
if( first_iter != monsters_by_location.end() ) {
first_ptr = first_iter->second;
monsters_by_location.erase( first_iter );
}
shared_ptr_fast<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)
const tripoint_abs_ms temp = second.get_location();
second.spawn( first.get_location() );
first.spawn( temp );
// If the pointers have been taken out of the list, put them back in.
if( first_ptr ) {
monsters_by_location[first.get_location()] = first_ptr;
}
if( second_ptr ) {
monsters_by_location[second.get_location()] = 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;
// Copy the list so we can iterate the copy safely *and* add new monsters from within monster::die
// This happens for example with blob monsters (they split into two smaller monsters).
const auto copy = monsters_list;
for( const shared_ptr_fast<monster> &mon_ptr : copy ) {
cata_assert( mon_ptr );
monster &critter = *mon_ptr;
if( !critter.is_dead() ) {
continue;
}
dbg( D_INFO ) << string_format( "cleanup_dead: critter at %s hp:%d %s",
critter.get_location().to_string_writable(),
critter.get_hp(), critter.name() );
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;
}
}
removed_.clear();
}
template<typename T>
T *creature_tracker::creature_at( const tripoint &p, bool allow_hallucination )
{
return creature_at<T>( get_map().getglobal( p ), allow_hallucination );
}
template<typename T>
T *creature_tracker::creature_at( const tripoint_abs_ms &p, bool allow_hallucination )
{
if( const shared_ptr_fast<monster> mon_ptr = find( p ) ) {
if( !allow_hallucination && mon_ptr->is_hallucination() ) {
return nullptr;
}
// if we wanted to check for an NPC / player / avatar,
// there is sometimes a monster AND an NPC/player there at the same time.
// because the NPC/player etc may be riding that monster.
// so only return the monster if we were actually looking for a monster.
// otherwise, keep looking for the rider.
// creature_at<creature> or creature_at() with no template will still default to returning monster first,
// which is ok for the occasions where that happens.
if( !mon_ptr->has_effect( effect_ridden ) || ( std::is_same<T, monster>::value ||
std::is_same<T, Creature>::value || std::is_same<T, const monster>::value ||
std::is_same<T, const Creature>::value ) ) {
return dynamic_cast<T *>( mon_ptr.get() );
}
}
if( !std::is_same<T, npc>::value && !std::is_same<T, const npc>::value ) {
avatar &you = get_avatar();
if( p == you.get_location() ) {
return dynamic_cast<T *>( &you );
}
}
for( auto &cur_npc : active_npc ) {
if( cur_npc->get_location() == p && !cur_npc->is_dead() ) {
return dynamic_cast<T *>( cur_npc.get() );
}
}
return nullptr;
}
template<typename T>
const T *creature_tracker::creature_at( const tripoint &p, bool allow_hallucination ) const
{
return creature_at<T>( get_map().getglobal( p ), allow_hallucination );
}
template<typename T>
const T *creature_tracker::creature_at( const tripoint_abs_ms &p, bool allow_hallucination ) const
{
return const_cast<creature_tracker *>( this )->creature_at<T>( p, allow_hallucination );
}
template const monster *creature_tracker::creature_at<monster>( const tripoint &, bool ) const;
template const monster *creature_tracker::creature_at<monster>( const tripoint_abs_ms &,
bool ) const;
template monster *creature_tracker::creature_at<monster>( const tripoint &, bool );
template monster *creature_tracker::creature_at<monster>( const tripoint_abs_ms &, bool );
template const npc *creature_tracker::creature_at<npc>( const tripoint &, bool ) const;
template const npc *creature_tracker::creature_at<npc>( const tripoint_abs_ms &, bool ) const;
template npc *creature_tracker::creature_at<npc>( const tripoint &, bool );
template npc *creature_tracker::creature_at<npc>( const tripoint_abs_ms &, bool );
template const avatar *creature_tracker::creature_at<avatar>( const tripoint &, bool ) const;
template const avatar *creature_tracker::creature_at<avatar>( const tripoint_abs_ms &, bool ) const;
template avatar *creature_tracker::creature_at<avatar>( const tripoint &, bool );
template avatar *creature_tracker::creature_at<avatar>( const tripoint_abs_ms &, bool );
template const Character *creature_tracker::creature_at<Character>( const tripoint &, bool ) const;
template const Character *creature_tracker::creature_at<Character>( const tripoint_abs_ms &,
bool ) const;
template Character *creature_tracker::creature_at<Character>( const tripoint &, bool );
template Character *creature_tracker::creature_at<Character>( const tripoint_abs_ms &, bool );
template const Creature *creature_tracker::creature_at<Creature>( const tripoint &, bool ) const;
template const Creature *creature_tracker::creature_at<Creature>( const tripoint_abs_ms &,
bool ) const;
template Creature *creature_tracker::creature_at<Creature>( const tripoint &, bool );
template Creature *creature_tracker::creature_at<Creature>( const tripoint_abs_ms &, bool );