fallout2-ce/src/sfall_lists.cc

135 lines
3.6 KiB
C++

#include "sfall_lists.h"
#include <unordered_map>
#include <vector>
#include "object.h"
#include "scripts.h"
namespace fallout {
// Due to bad design of |ListType| it's |LIST_ITEMS| and |LIST_CRITTERS| do not
// match |OBJ_TYPE_CRITTER| and |OBJ_TYPE_ITEM|.
static constexpr int kObjectTypeToListType[] = {
/* OBJ_TYPE_ITEM */ LIST_ITEMS,
/* OBJ_TYPE_CRITTER */ LIST_CRITTERS,
/* OBJ_TYPE_SCENERY */ LIST_SCENERY,
/* OBJ_TYPE_WALL */ LIST_WALLS,
/* OBJ_TYPE_TILE */ LIST_TILES,
/* OBJ_TYPE_MISC */ LIST_MISC,
};
static constexpr int kObjectTypeToListTypeSize = sizeof(kObjectTypeToListType) / sizeof(kObjectTypeToListType[0]);
// As in Sfall.
static constexpr int kInitialListId = 0xCCCCCC;
// Loosely based on [sList] from Sfall.
struct List {
std::vector<Object*> objects;
size_t pos = 0;
};
struct SfallListsState {
std::unordered_map<int, List> lists;
int nextListId = kInitialListId;
};
static SfallListsState* _state = nullptr;
bool sfallListsInit()
{
_state = new (std::nothrow) SfallListsState();
if (_state == nullptr) {
return false;
}
return true;
}
void sfallListsReset()
{
_state->nextListId = kInitialListId;
_state->lists.clear();
}
void sfallListsExit()
{
if (_state != nullptr) {
delete _state;
_state = nullptr;
}
}
int sfallListsCreate(int listType)
{
int listId = _state->nextListId++;
List& list = _state->lists[listId];
if (listType == LIST_TILES) {
// For unknown reason this list type is not implemented in Sfall.
} else if (listType == LIST_SPATIAL) {
for (int elevation = 0; elevation < ELEVATION_COUNT; elevation++) {
Script* script = scriptGetFirstSpatialScript(elevation);
while (script != nullptr) {
Object* obj = script->owner;
if (obj == nullptr) {
obj = scriptGetSelf(script->program);
}
list.objects.push_back(obj);
script = scriptGetNextSpatialScript();
}
}
} else {
// CE: Implementation is slightly different. Sfall manually loops thru
// elevations (3) and hexes (40000) and use |objectFindFirstAtLocation|
// (originally |obj_find_first_at_tile|) to obtain next object. This
// functionality is already implemented in |objectFindFirst| and
// |objectFindNext|.
//
// As a small optimization |LIST_ALL| is handled separately since there
// is no need to check object type.
if (listType == LIST_ALL) {
Object* obj = objectFindFirst();
while (obj != nullptr) {
list.objects.push_back(obj);
obj = objectFindNext();
}
} else {
Object* obj = objectFindFirst();
while (obj != nullptr) {
int objectType = PID_TYPE(obj->pid);
if (objectType < kObjectTypeToListTypeSize && kObjectTypeToListType[objectType] == listType) {
list.objects.push_back(obj);
}
obj = objectFindNext();
}
}
}
return listId;
}
Object* sfallListsGetNext(int listId)
{
auto it = _state->lists.find(listId);
if (it != _state->lists.end()) {
List& list = it->second;
if (list.pos < list.objects.size()) {
return list.objects[list.pos++];
}
}
return nullptr;
}
void sfallListsDestroy(int listId)
{
auto it = _state->lists.find(listId);
if (it != _state->lists.end()) {
_state->lists.erase(it);
}
}
} // namespace fallout