Esempio n. 1
0
void overmapbuffer::fix_npcs( overmap &new_overmap )
{
    // First step: move all npcs that are located outside of the given overmap
    // into a separate container. After that loop, new_overmap.npcs is no
    // accessed anymore!
    decltype( overmap::npcs ) to_relocate;
    for( auto it = new_overmap.npcs.begin(); it != new_overmap.npcs.end(); ) {
        npc &np = **it;
        const tripoint npc_omt_pos = np.global_omt_location();
        const point npc_om_pos = omt_to_om_copy( npc_omt_pos.x, npc_omt_pos.y );
        const point &loc = new_overmap.pos();
        if( npc_om_pos == loc ) {
            // Nothing to do
            ++it;
            continue;
        }
        to_relocate.push_back( *it );
        it = new_overmap.npcs.erase( it );
    }
    // Second step: put them back where they belong. This step involves loading
    // new overmaps (via `get`), which does in turn call this function for the
    // newly loaded overmaps. This in turn may move NPCs from the second overmap
    // back into the first overmap. This messes up the iteration of it. The
    // iteration is therefore done in a separate step above (which does *not*
    // involve loading new overmaps).
    for( auto &ptr : to_relocate ) {
        npc &np = *ptr;
        const tripoint npc_omt_pos = np.global_omt_location();
        const point npc_om_pos = omt_to_om_copy( npc_omt_pos.x, npc_omt_pos.y );
        const point &loc = new_overmap.pos();
        if( !has( npc_om_pos.x, npc_om_pos.y ) ) {
            // This can't really happen without save editing
            // We have no sane option here, just place the NPC on the edge
            debugmsg( "NPC %s is out of bounds, on non-generated overmap %d,%d",
                      np.name.c_str(), loc.x, loc.y );
            point npc_sm = om_to_sm_copy( npc_om_pos );
            point min = om_to_sm_copy( loc );
            point max = om_to_sm_copy( loc + point( 1, 1 ) ) - point( 1, 1 );
            npc_sm.x = clamp( npc_sm.x, min.x, max.x );
            npc_sm.y = clamp( npc_sm.y, min.y, max.y );
            np.spawn_at_sm( npc_sm.x, npc_sm.y, np.posz() );
            new_overmap.npcs.push_back( ptr );
            continue;
        }

        // Simplest case: just move the pointer
        get( npc_om_pos.x, npc_om_pos.y ).insert_npc( ptr );
    }
}
Esempio n. 2
0
void overmapbuffer::insert_npc( const std::shared_ptr<npc> who )
{
    assert( who );
    const tripoint npc_omt_pos = who->global_omt_location();
    const point npc_om_pos = omt_to_om_copy( npc_omt_pos.x, npc_omt_pos.y );
    get( npc_om_pos.x, npc_om_pos.y ).insert_npc( who );
}
overmap &overmapbuffer::get_om_global(const point& p)
{
    const point om_pos = omt_to_om_copy(p);
    return get(om_pos.x, om_pos.y);
}
const overmap *overmapbuffer::get_existing_om_global(const point& p) const
{
    const point om_pos = omt_to_om_copy(p);
    return get_existing(om_pos.x, om_pos.y);
}