universe: try to simplify the code...

This commit is contained in:
ALONSO Laurent
2021-10-28 09:53:37 +02:00
committed by Celtic Minstrel
parent 5ca9255e7f
commit a253698aaa
2 changed files with 102 additions and 100 deletions

View File

@@ -998,71 +998,6 @@ void cCurTown::swap(cCurTown& other) {
memcpy(fields, temp, sizeof(fields));
}
void cUniverse::check_monst(cMonster& monst) {
if(monst.see_spec == -2) return; // Avoid infinite recursion
monst.see_spec = -2;
if(monst.picture_num >= 10000) {
int pic = monst.picture_num - 10000;
int sz = pic / 1000, base = pic % 1000;
int numGraph = 4;
if(sz > 1) numGraph *= 2;
if(sz == 4) numGraph *= 2;
for(int i = 0; i < numGraph; i++)
used_graphics.insert(base + i);
} else if(monst.picture_num >= 1000) {
update_monsters[monst.picture_num - 1000].insert(&monst);
}
for(auto& abil : monst.abil) {
switch(getMonstAbilCategory(abil.first)) {
case eMonstAbilCat::MISSILE:
if(abil.second.missile.pic >= 10000) {
for(int i = 0; i < 4; i++)
used_graphics.insert(abil.second.missile.pic - 10000 + i);
} else if(abil.second.missile.pic >= 1000) {
update_missiles[abil.second.missile.pic - 1000].insert(&abil.second.missile.pic);
}
break;
case eMonstAbilCat::GENERAL:
if(abil.second.gen.pic >= 10000) {
for(int i = 0; i < 4; i++)
used_graphics.insert(abil.second.gen.pic - 10000 + i);
} else if(abil.second.gen.pic >= 1000) {
update_missiles[abil.second.gen.pic - 1000].insert(&abil.second.gen.pic);
}
break;
case eMonstAbilCat::SUMMON:
if(abil.second.summon.type == eMonstSummon::TYPE)
check_monst(scenario.scen_monsters[abil.second.summon.what]);
break;
case eMonstAbilCat::RADIATE:
case eMonstAbilCat::SPECIAL:
case eMonstAbilCat::INVALID:
break;
}
}
}
void cUniverse::check_item(cItem& item) {
if(item.variety == eItemType::NO_ITEM) return;
if(item.graphic_num >= 10000)
used_graphics.insert(item.graphic_num - 10000);
else if(item.graphic_num >= 1000)
update_items[item.graphic_num - 1000].insert(&item);
if(item.ability == eItemAbil::SUMMONING || item.ability == eItemAbil::MASS_SUMMONING) {
mon_num_t monst = item.abil_data[1];
if(monst >= 10000)
check_monst(party.summons[monst - 10000]);
else check_monst(scenario.scen_monsters[monst]);
}
if(item.variety == eItemType::ARROW || item.variety == eItemType::BOLTS || item.variety == eItemType::MISSILE_NO_AMMO || item.variety == eItemType::THROWN_MISSILE) {
if(item.missile >= 10000)
for(int i = 0; i < 4; i++)
used_graphics.insert(item.missile - 10000 + i);
else if(item.missile >= 1000)
update_missiles[item.missile - 1000].insert(&item.missile);
}
}
// This attempts to find the index of a living entity in the party or town
// Assuming success, the two get_target() calls are a round-trip
// Returns maxint on failure (which could happen eg with a stored PC or a monster from a saved town)
@@ -1116,9 +1051,23 @@ unsigned char& cUniverse::cpn_flag(unsigned int x, unsigned int y, std::string i
return party.campaign_flags[id].idx[x][y];
}
extern cCustomGraphics spec_scen_g;
struct cCustomUpdateState {
template<typename T> using update_info = std::set<T *>;
std::map<pic_num_t, update_info<cItem>> items;
std::map<pic_num_t, update_info<cMonster>> monsters;
std::map<pic_num_t, update_info<cPlayer>> pcs;
std::map<pic_num_t, update_info<miss_num_t>> missiles;
std::set<pic_num_t> graphics;
std::set<cItem const *> seenItem;
std::set<cMonster const *> seenMonster;
pic_num_t add_graphic(pic_num_t pic, ePicType type);
void check_monst(cUniverse &univers, cMonster & monst);
void check_item(cUniverse &univers, cItem& item);
};
pic_num_t cUniverse::addGraphic(pic_num_t pic, ePicType type) {
extern cCustomGraphics spec_scen_g;
pic_num_t cCustomUpdateState::add_graphic(pic_num_t pic, ePicType type) {
// Now find the first unused slot with sufficient space for the graphic we're adding
int needSlots = 0;
switch(type - PIC_PARTY) {
@@ -1135,22 +1084,89 @@ pic_num_t cUniverse::addGraphic(pic_num_t pic, ePicType type) {
bool foundSpace = false;
while(!foundSpace) {
// First find an empty slot.
while(used_graphics.count(++pos));
while(graphics.count(++pos));
// Then check if there's enough space.
foundSpace = true;
for(pic_num_t i = 1; i < needSlots; i++) {
if(used_graphics.count(pos + i)) foundSpace = false;
if(graphics.count(pos + i)) foundSpace = false;
}
}
// And finally, actually transfer the graphic over
spec_scen_g.copy_graphic(pos, pic, needSlots);
// Also mark these slots used so we don't overwrite them with the next copy
for(pic_num_t i = 0; i < needSlots; i++) {
used_graphics.insert(pos + i);
graphics.insert(pos + i);
}
return pos;
}
void cCustomUpdateState::check_monst(cUniverse &univers, cMonster & monst) {
if (seenMonster.count(&monst)) return; // Avoid infinite recursion
seenMonster.insert(&monst);
if(monst.picture_num >= 10000) {
int pic = monst.picture_num - 10000;
int sz = pic / 1000, base = pic % 1000;
int numGraph = 4;
if(sz > 1) numGraph *= 2;
if(sz == 4) numGraph *= 2;
for(int i = 0; i < numGraph; i++)
graphics.insert(base + i);
} else if(monst.picture_num >= 1000) {
monsters[monst.picture_num - 1000].insert(&monst);
}
for(auto& abil : monst.abil) {
switch(getMonstAbilCategory(abil.first)) {
case eMonstAbilCat::MISSILE:
if(abil.second.missile.pic >= 10000) {
for(int i = 0; i < 4; i++)
graphics.insert(abil.second.missile.pic - 10000 + i);
} else if(abil.second.missile.pic >= 1000) {
missiles[abil.second.missile.pic - 1000].insert(&abil.second.missile.pic);
}
break;
case eMonstAbilCat::GENERAL:
if(abil.second.gen.pic >= 10000) {
for(int i = 0; i < 4; i++)
graphics.insert(abil.second.gen.pic - 10000 + i);
} else if(abil.second.gen.pic >= 1000) {
missiles[abil.second.gen.pic - 1000].insert(&abil.second.gen.pic);
}
break;
case eMonstAbilCat::SUMMON:
if(abil.second.summon.type == eMonstSummon::TYPE)
check_monst(univers, univers.scenario.scen_monsters[abil.second.summon.what]);
break;
case eMonstAbilCat::RADIATE:
case eMonstAbilCat::SPECIAL:
case eMonstAbilCat::INVALID:
break;
}
}
}
void cCustomUpdateState::check_item(cUniverse &universe, cItem& item) {
if (seenItem.count(&item)) return;
seenItem.insert(&item);
if(item.variety == eItemType::NO_ITEM) return;
if(item.graphic_num >= 10000)
graphics.insert(item.graphic_num - 10000);
else if(item.graphic_num >= 1000)
items[item.graphic_num - 1000].insert(&item);
if(item.ability == eItemAbil::SUMMONING || item.ability == eItemAbil::MASS_SUMMONING) {
mon_num_t monst = item.abil_data[1];
if(monst >= 10000)
check_monst(universe, universe.party.summons[monst - 10000]);
else check_monst(universe, universe.scenario.scen_monsters[monst]);
}
if(item.variety == eItemType::ARROW || item.variety == eItemType::BOLTS || item.variety == eItemType::MISSILE_NO_AMMO || item.variety == eItemType::THROWN_MISSILE) {
if(item.missile >= 10000)
for(int i = 0; i < 4; i++)
graphics.insert(item.missile - 10000 + i);
else if(item.missile >= 1000)
missiles[item.missile - 1000].insert(&item.missile);
}
}
void cUniverse::exportGraphics() {
// First determine which graphics are used, and which need to be copied.
// The party sheet can contain the following types of graphics:
@@ -1159,47 +1175,44 @@ void cUniverse::exportGraphics() {
// - Custom PC graphics
// TODO: Missile graphics for custom monsters
// So basically, almost all the graphics are linked to items.
used_graphics.clear();
cCustomUpdateState state;
for(int i = 0; i < 6; i++) {
if(party[i].main_status == eMainStatus::ABSENT)
continue;
if(party[i].which_graphic >= 10000) {
for(int j = 0; j < 4; j++)
used_graphics.insert(party[i].which_graphic - 10000 + j);
state.graphics.insert(party[i].which_graphic - 10000 + j);
} else if(party[i].which_graphic >= 1000)
update_pcs[party[i].which_graphic - 1000].insert(&party[i]);
state.pcs[party[i].which_graphic - 1000].insert(&party[i]);
for (auto &item : party[i].items)
check_item(item);
state.check_item(*this, item);
}
for (auto &items : party.stored_items)
for (auto &item : items)
check_item(item);
state.check_item(*this, item);
for(mon_num_t monst : party.imprisoned_monst) {
if(monst > 0 && monst < scenario.scen_monsters.size())
check_monst(scenario.scen_monsters[monst]);
state.check_monst(*this, scenario.scen_monsters[monst]);
else if(monst >= 10000 && monst - 10000 < party.summons.size())
check_monst(party.summons[monst - 10000]);
state.check_monst(*this, party.summons[monst - 10000]);
}
// And then, just add all the graphics, and update references to them
for(auto pic : update_pcs) {
pic_num_t pos = addGraphic(pic.first, PIC_PC);
for(auto const &pic : state.pcs) {
pic_num_t pos = state.add_graphic(pic.first, PIC_PC);
for(auto& pc : pic.second)
pc->which_graphic = 10000 + pos;
}
update_pcs.clear();
for(auto pic : update_items) {
pic_num_t pos = addGraphic(pic.first, PIC_ITEM);
for(auto const &pic : state.items) {
pic_num_t pos = state.add_graphic(pic.first, PIC_ITEM);
for(auto& item : pic.second)
item->graphic_num = 10000 + pos;
}
update_items.clear();
for(auto pic : update_missiles) {
pic_num_t pos = addGraphic(pic.first, PIC_MISSILE);
for(auto const &pic : state.missiles) {
pic_num_t pos = state.add_graphic(pic.first, PIC_MISSILE);
for(auto& missile : pic.second)
*missile = 10000 + pos;
}
update_missiles.clear();
for(auto pic : update_monsters) {
for(auto const &pic : state.monsters) {
int sz = pic.first / 1000, base = pic.first % 1000;
ePicType type;
switch(sz) {
@@ -1209,16 +1222,15 @@ void cUniverse::exportGraphics() {
case 4: type = PIC_MONST_LG; break;
default: continue;
}
pic_num_t pos = addGraphic(base, type);
pic_num_t pos = state.add_graphic(base, type);
for(auto& monst : pic.second)
monst->picture_num = 10000 + sz * 1000 + pos;
}
update_monsters.clear();
}
void cUniverse::exportSummons() {
std::set<mon_num_t> used_monsters, need_monsters;
std::map<mon_num_t, update_info<cItem>> update_items;
std::map<mon_num_t, std::set<cItem *>> update_items;
for(int i = 0; i < 6; i++) {
if(party[i].main_status == eMainStatus::ABSENT)
continue;

View File

@@ -165,16 +165,6 @@ public:
enum eTargetType {TARG_ANY, TARG_PC, TARG_MONST};
class cUniverse{
template<typename T> using update_info = std::set<T*>;
// All these maps are transient data that doesn't need to be saved
std::map<pic_num_t, update_info<cItem>> update_items;
std::map<pic_num_t, update_info<cMonster>> update_monsters;
std::map<pic_num_t, update_info<cPlayer>> update_pcs;
std::map<pic_num_t, update_info<miss_num_t>> update_missiles;
std::set<pic_num_t> used_graphics;
pic_num_t addGraphic(pic_num_t pic, ePicType type);
void check_monst(cMonster& monst);
void check_item(cItem& item);
// The string buffer currently isn't saved
std::string strbuf;
std::map<int,std::string> extrabufs;