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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

- Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.

- Some optimizations with local cb pinter in VCAI.
This commit is contained in:
DjWarmonger
2014-04-01 11:53:28 +00:00
parent ec54381b12
commit 30b79588db
15 changed files with 192 additions and 108 deletions

View File

@ -216,13 +216,18 @@ CMap::~CMap()
{
if(terrain)
{
for(int ii=0;ii<width;ii++)
for (int i=0; i<width; i++)
{
for(int jj=0;jj<height;jj++)
delete [] terrain[ii][jj];
delete [] terrain[ii];
for(int j=0; j<height; j++)
{
delete [] terrain[i][j];
delete [] guardingCreaturePositions[i][j];
}
delete [] terrain[i];
delete [] guardingCreaturePositions[i];
}
delete [] terrain;
delete [] guardingCreaturePositions;
}
}
@ -280,6 +285,19 @@ void CMap::addBlockVisTiles(CGObjectInstance * obj)
}
}
void CMap::calculateGuardingGreaturePositions()
{
int levels = twoLevel ? 2 : 1;
for (int i=0; i<width; i++)
{
for(int j=0; j<height; j++)
{
for (int k = 0; k < levels; k++)
guardingCreaturePositions[i][j][k] = guardingCreaturePosition(int3(i,j,k));
}
}
}
CGHeroInstance * CMap::getHero(int heroID)
{
for(auto & elem : heroesOnMap)
@ -318,6 +336,75 @@ bool CMap::isWaterTile(const int3 &pos) const
return isInTheMap(pos) && getTile(pos).terType == ETerrainType::WATER;
}
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst ) const
{
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
{
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
continue;
const CGObjectInstance * obj = pom->visitableObjects[b];
if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
return false;
}
return true;
}
int3 CMap::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = getTile(pos);
if (posTile.visitable)
{
for (CGObjectInstance* obj : posTile.visitableObjects)
{
if(obj->blockVisit)
{
if (obj->ID == Obj::MONSTER) // Monster
return pos;
else
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
}
}
}
// See if there are any monsters adjacent.
bool water = posTile.isWater();
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (isInTheMap(pos))
{
const auto & tile = getTile(pos);
if (tile.visitable && (tile.isWater() == water))
{
for (CGObjectInstance* obj : tile.visitableObjects)
{
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}
}
}
pos.y++;
}
pos.y -= 3;
pos.x++;
}
return int3(-1, -1, -1);
}
const CGObjectInstance * CMap::getObjectiveObjectFrom(int3 pos, Obj::EObj type)
{
for (CGObjectInstance * object : getTile(pos).visitableObjects)
@ -432,13 +519,17 @@ void CMap::addQuest(CGObjectInstance * quest)
void CMap::initTerrain()
{
int level = twoLevel ? 2 : 1;
terrain = new TerrainTile**[width];
for(int i = 0; i < width; ++i)
guardingCreaturePositions = new int3**[width];
for (int i = 0; i < width; ++i)
{
terrain[i] = new TerrainTile*[height];
for(int j = 0; j < height; ++j)
guardingCreaturePositions[i] = new int3*[height];
for (int j = 0; j < height; ++j)
{
terrain[i][j] = new TerrainTile[twoLevel ? 2 : 1];
terrain[i][j] = new TerrainTile[level];
guardingCreaturePositions[i][j] = new int3[level];
}
}
}