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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Merge pull request #15 from karol57/develop

Updated int3 class and fixed small error.
This commit is contained in:
DjWarmonger 2014-05-28 11:25:25 +02:00
commit 2304c33a38
6 changed files with 121 additions and 81 deletions

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@ -744,23 +744,26 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
if (h->getSpellSchoolLevel(CGI->spellh->objects[spell]) < 2) //not advanced or expert - teleport to nearest available city
{
int nearest = -1; //nearest town's ID
double dist = -1;
for (int g=0; g<Towns.size(); ++g)
auto nearest = Towns.cbegin(); //nearest town's iterator
si32 dist = LOCPLINT->cb->getTown((*nearest)->id)->pos.dist2dSQ(h->pos);
for (auto i = nearest + 1; i != Towns.cend(); ++i)
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(Towns[g]->id);
double curDist = dest->pos.dist2d(h->pos);
if (nearest == -1 || curDist < dist)
const CGTownInstance * dest = LOCPLINT->cb->getTown((*i)->id);
si32 curDist = dest->pos.dist2dSQ(h->pos);
if (curDist < dist)
{
nearest = g;
nearest = i;
dist = curDist;
}
}
if ( Towns[nearest]->visitingHero )
if ((*nearest)->visitingHero)
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[123]);
else
{
const CGTownInstance * town = LOCPLINT->cb->getTown(Towns[nearest]->id);
const CGTownInstance * town = LOCPLINT->cb->getTown((*nearest)->id);
LOCPLINT->cb->castSpell(h, spell, town->visitablePos());// - town->getVisitableOffset());
}
}

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@ -1032,7 +1032,7 @@ void CGameState::initGrailPosition()
&& !t.visitable
&& t.terType != ETerrainType::WATER
&& t.terType != ETerrainType::ROCK
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious))
allowedPos.push_back(int3(i,j,k));
}
}

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@ -4173,13 +4173,13 @@ void CGTeleport::postInit() //matches subterranean gates into pairs
const CGObjectInstance *cur = gatesSplit[0][i];
//find nearest underground exit
std::pair<int,double> best(-1,150000); //pair<pos_in_vector, distance>
std::pair<int, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>
for(int j = 0; j < gatesSplit[1].size(); j++)
{
const CGObjectInstance *checked = gatesSplit[1][j];
if(!checked)
continue;
double hlp = checked->pos.dist2d(cur->pos);
si32 hlp = checked->pos.dist2dSQ(cur->pos);
if(hlp < best.second)
{
best.first = j;
@ -4193,9 +4193,7 @@ void CGTeleport::postInit() //matches subterranean gates into pairs
gatesSplit[1][best.first] = nullptr;
}
else
{
gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));
}
}
objs.erase(Obj::SUBTERRANEAN_GATE);
}

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@ -14,96 +14,135 @@
class int3
{
public:
si32 x,y,z;
inline int3():x(0),y(0),z(0){}; //c-tor, x/y/z initialized to 0
inline int3(const si32 X, const si32 Y, const si32 Z):x(X),y(Y),z(Z){}; //c-tor
inline int3(const int3 & val) : x(val.x), y(val.y), z(val.z){} //copy c-tor
inline int3 & operator=(const int3 & val) {x = val.x; y = val.y; z = val.z; return *this;} //assignemt operator
~int3() {} // d-tor - does nothing
inline int3 operator+(const int3 & i) const //returns int3 with coordinates increased by corresponding coordinate of given int3
{return int3(x+i.x,y+i.y,z+i.z);}
inline int3 operator+(const si32 i) const //returns int3 with coordinates increased by given numer
{return int3(x+i,y+i,z+i);}
inline int3 operator-(const int3 & i) const //returns int3 with coordinates decreased by corresponding coordinate of given int3
{return int3(x-i.x,y-i.y,z-i.z);}
inline int3 operator-(const si32 i) const //returns int3 with coordinates decreased by given numer
{return int3(x-i,y-i,z-i);}
inline int3 operator-() const //returns opposite position
{return int3(-x,-y,-z);}
inline double dist2d(const int3 &other) const //distance (z coord is not used)
{return std::sqrt((double)(x-other.x)*(x-other.x) + (y-other.y)*(y-other.y));}
inline bool areNeighbours(const int3 &other) const
{return dist2d(other) < 2. && z == other.z;}
inline void operator+=(const int3 & i)
si32 x, y, z;
//c-tor: x, y, z initialized to 0
int3() : x(0), y(0), z(0) {} // I think that x, y, z should be left uninitialized.
//c-tor: x, y, z initialized to i
explicit int3(const si32 i) : x(i), y(i), z(i) {}
//c-tor: x, y, z initialized to X, Y, Z
int3(const si32 X, const si32 Y, const si32 Z) : x(X), y(Y), z(Z) {}
int3(const int3 & c) : x(c.x), y(c.y), z(c.z) {} // Should be set to default (C++11)?
int3 & operator=(const int3 & c) // Should be set to default (C++11)?
{
x+=i.x;
y+=i.y;
z+=i.z;
x = c.x;
y = c.y;
z = c.z;
return *this;
}
inline void operator+=(const si32 & i)
int3 operator-() const { return int3(-x, -y, -z); }
int3 operator+(const int3 & i) const { return int3(x + i.x, y + i.y, z + i.z); }
int3 operator-(const int3 & i) const { return int3(x - i.x, y - i.y, z - i.z); }
//returns int3 with coordinates increased by given number
int3 operator+(const si32 i) const { return int3(x + i, y + i, z + i); }
//returns int3 with coordinates decreased by given number
int3 operator-(const si32 i) const { return int3(x - i, y - i, z - i); }
int3 & operator+=(const int3 & i)
{
x+=i;
y+=i;
z+=i;
x += i.x;
y += i.y;
z += i.z;
return *this;
}
inline void operator-=(const int3 & i)
int3 & operator-=(const int3 & i)
{
x-=i.x;
y-=i.y;
z-=i.z;
x -= i.x;
y -= i.y;
z -= i.z;
return *this;
}
inline void operator-=(const si32 & i)
//increases all coordinates by given number
int3 & operator+=(const si32 i)
{
x+=i;
y+=i;
z+=i;
x += i;
y += i;
z += i;
return *this;
}
inline bool operator==(const int3 & i) const
{return (x==i.x) && (y==i.y) && (z==i.z);}
inline bool operator!=(const int3 & i) const
{return !(*this==i);}
inline bool operator<(const int3 & i) const
//decreases all coordinates by given number
int3 & operator-=(const si32 i)
{
if (z<i.z)
x -= i;
y -= i;
z -= i;
return *this;
}
bool operator==(const int3 & i) const { return (x == i.x && y == i.y && z == i.z); }
bool operator!=(const int3 & i) const { return (x != i.x || y != i.y || z != i.z); }
bool operator<(const int3 & i) const
{
if (z < i.z)
return true;
if (z>i.z)
if (z > i.z)
return false;
if (y<i.y)
if (y < i.y)
return true;
if (y>i.y)
if (y > i.y)
return false;
if (x<i.x)
if (x < i.x)
return true;
if (x>i.x)
if (x > i.x)
return false;
return false;
}
inline std::string operator ()() const
//returns squared distance on Oxy plane (z coord is not used)
si32 dist2dSQ(const int3 & o) const
{
return "(" + boost::lexical_cast<std::string>(x) +
" " + boost::lexical_cast<std::string>(y) +
" " + boost::lexical_cast<std::string>(z) + ")";
const si32 dx = (x - o.x);
const si32 dy = (y - o.y);
return dx*dx + dy*dy;
}
inline bool valid() const
//returns distance on Oxy plane (z coord is not used)
double dist2d(const int3 & o) const
{
return std::sqrt((double)dist2dSQ(o));
}
bool areNeighbours(const int3 & o) const
{
return (dist2dSQ(o) < 4) && (z == o.z);
}
//returns "(x y z)" string
std::string operator ()() const //Change to int3::toString()?
{
std::string result("(");
result += boost::lexical_cast<std::string>(x); result += ' ';
result += boost::lexical_cast<std::string>(y); result += ' ';
result += boost::lexical_cast<std::string>(z); result += ')';
return result;
}
bool valid() const //Should be named "isValid"?
{
return z >= 0; //minimal condition that needs to be fulfilled for tiles in the map
}
template <typename Handler> void serialize(Handler &h, const int version)
template <typename Handler>
void serialize(Handler &h, const int version)
{
h & x & y & z;
}
};
inline std::istream & operator>>(std::istream & str, int3 & dest)
{
str>>dest.x>>dest.y>>dest.z;
return str;
}
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
{
return str<<sth.x<<' '<<sth.y<<' '<<sth.z;
return str << sth.x << ' ' << sth.y << ' ' << sth.z;
}
inline std::istream & operator>>(std::istream & str, int3 & dest)
{
return str >> dest.x >> dest.y >> dest.z;
}
//Why not normal function?
struct ShashInt3
{
size_t operator()(int3 const& pos) const
@ -113,4 +152,4 @@ struct ShashInt3
vstd::hash_combine(ret, pos.z);
return ret;
}
};
};

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@ -424,7 +424,7 @@ const CGObjectInstance * CMap::getObjectiveObjectFrom(int3 pos, Obj::EObj type)
bestMatch = object;
else
{
if (object->pos.dist2d(pos) < bestMatch->pos.dist2d(pos))
if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))
bestMatch = object;// closer than one we already found
}
}

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@ -5592,15 +5592,15 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
if (h->getSpellSchoolLevel(s) < 2)
{
double dist = town->pos.dist2d(h->pos);
si32 dist = town->pos.dist2dSQ(h->pos);
ObjectInstanceID nearest = town->id; //nearest town's ID
for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
{
double curDist = currTown->pos.dist2d(h->pos);
if (nearest == ObjectInstanceID() || curDist < dist)
si32 currDist = currTown->pos.dist2dSQ(h->pos);
if (currDist < dist)
{
nearest = town->id;
dist = curDist;
nearest = currTown->id;
dist = currDist;
}
}
if (town->id != nearest)