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

Rotation rebase2 (#912)

* Instead of [x][y][z] coordinates, map will be stored as [z][x][y].
* Nullkiller AI can get it too.
* Use boost::multi_array instead of nested vectors
* In MapHandler too
* Rotate foreach algorithms, too
* VCAI gets rotated, too
This commit is contained in:
DjWarmonger 2022-09-18 16:39:10 +02:00 committed by GitHub
parent e85f8a56bb
commit 7ba271edf1
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44 changed files with 502 additions and 1015 deletions

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@ -205,12 +205,14 @@ void foreach_tile_pos(const Func & foo)
// some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cb->getMapSize();
for(int i = 0; i < mapSize.x; i++)
for(int z = 0; z < mapSize.z; z++)
{
for(int j = 0; j < mapSize.y; j++)
for(int x = 0; x < mapSize.x; x++)
{
for(int k = 0; k < mapSize.z; k++)
foo(int3(i, j, k));
for(int y = 0; y < mapSize.y; y++)
{
foo(int3(x, y, z));
}
}
}
}
@ -219,12 +221,14 @@ template<class Func>
void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
int3 mapSize = cbp->getMapSize();
for(int i = 0; i < mapSize.x; i++)
for(int z = 0; z < mapSize.z; z++)
{
for(int j = 0; j < mapSize.y; j++)
for(int x = 0; x < mapSize.x; x++)
{
for(int k = 0; k < mapSize.z; k++)
foo(cbp, int3(i, j, k));
for(int y = 0; y < mapSize.y; y++)
{
foo(cbp, int3(x, y, z));
}
}
}
}
@ -276,21 +280,21 @@ bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObject
template<typename TFunc>
void pforeachTilePos(crint3 mapSize, TFunc fn)
{
parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
for(int z = 0; z < mapSize.z; ++z)
{
int3 pos;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
{
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
int3 pos(0, 0, z);
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.z = 0; pos.z < mapSize.z; ++pos.z)
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
{
fn(pos);
}
}
}
});
});
}
}
class CDistanceSorter

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@ -39,7 +39,7 @@ AISharedStorage::AISharedStorage(int3 sizes)
{
if(!shared){
shared.reset(new boost::multi_array<AIPathNode, 5>(
boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]));
boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][NUM_CHAINS]));
}
nodes = shared;
@ -69,40 +69,41 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
const PlayerColor fowPlayer = ai->playerID;
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
const int3 sizes = gs->getMapSize();
//Each thread gets different x, but an array of y located next to each other in memory
parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
{
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
const PlayerColor player = playerID;
int3 pos;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
for(pos.z = 0; pos.z < sizes.z; ++pos.z)
{
for(pos.y = 0; pos.y < sizes.y; ++pos.y)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
const PlayerColor player = playerID;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.z = 0; pos.z < sizes.z; ++pos.z)
for(pos.y = 0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile * tile = &gs->map->getTile(pos);
if(!tile->terType.isPassable())
const TerrainTile* tile = &gs->map->getTile(pos);
if (!tile->terType.isPassable())
continue;
if(tile->terType.isWater())
if (tile->terType.isWater())
{
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
if(useFlying)
if (useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
if(useWaterWalking)
if (useWaterWalking)
resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
}
else
{
resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
if(useFlying)
if (useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
}
}
@ -140,7 +141,7 @@ boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
{
int bucketIndex = ((uintptr_t)actor) % BUCKET_COUNT;
int bucketOffset = bucketIndex * BUCKET_SIZE;
auto chains = nodes.get(pos, layer);
auto chains = nodes.get(pos, layer); //FIXME: chain was the innermost layer
if(chains[0].blocked())
{

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@ -120,23 +120,19 @@ enum EHeroChainPass
class AISharedStorage
{
/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
// 1 - layer (air, water, land)
// 2-4 - position on map[z][x][y]
// 5 - chain (normal, battle, spellcast and combinations)
static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
public:
AISharedStorage(int3 mapSize);
~AISharedStorage();
/*STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer)
{
return (*nodes)[tile.x][tile.y][tile.z][layer];
}*/
STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
{
return (*nodes)[tile.x][tile.y][tile.z][layer];
return (*nodes)[layer][tile.z][tile.x][tile.y];
}
};

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@ -137,55 +137,6 @@ bool HeroPtr::operator==(const HeroPtr & rhs) const
return h == rhs.get(true);
}
void foreach_tile_pos(std::function<void(const int3 & pos)> foo)
{
// some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cb->getMapSize();
for(int i = 0; i < mapSize.x; i++)
{
for(int j = 0; j < mapSize.y; j++)
{
for(int k = 0; k < mapSize.z; k++)
foo(int3(i, j, k));
}
}
}
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
int3 mapSize = cbp->getMapSize();
for(int i = 0; i < mapSize.x; i++)
{
for(int j = 0; j < mapSize.y; j++)
{
for(int k = 0; k < mapSize.z; k++)
foo(cbp, int3(i, j, k));
}
}
}
void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo)
{
CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(pos + dir);
}
}
void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(cbp, pos + dir);
}
}
bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());

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@ -18,6 +18,7 @@
#include "../../lib/mapObjects/CObjectHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/CPathfinder.h"
#include "../../CCallback.h"
class CCallback;
struct creInfo;
@ -34,6 +35,8 @@ const int ALLOWED_ROAMING_HEROES = 8;
extern const double SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
extern boost::thread_specific_ptr<CCallback> cb;
//provisional class for AI to store a reference to an owned hero object
//checks if it's valid on access, should be used in place of const CGHeroInstance*
@ -154,10 +157,62 @@ struct creInfo
};
creInfo infoFromDC(const dwellingContent & dc);
void foreach_tile_pos(std::function<void(const int3 & pos)> foo);
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
template<class Func>
void foreach_tile_pos(const Func & foo)
{
// some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cb->getMapSize();
for(int z = 0; z < mapSize.z; z++)
{
for(int x = 0; x < mapSize.x; x++)
{
for(int y = 0; y < mapSize.y; y++)
{
foo(int3(x, y, z));
}
}
}
}
template<class Func>
void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
int3 mapSize = cbp->getMapSize();
for(int z = 0; z < mapSize.z; z++)
{
for(int x = 0; x < mapSize.x; x++)
{
for(int y = 0; y < mapSize.y; y++)
{
foo(cbp, int3(x, y, z));
}
}
}
}
template<class Func>
void foreach_neighbour(const int3 & pos, const Func & foo)
{
CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(pos + dir);
}
}
template<class Func>
void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
for(const int3 & dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(cbp, pos + dir);
}
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
bool isBlockedBorderGate(int3 tileToHit);

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@ -17,8 +17,6 @@ set(VCAI_SRCS
ArmyManager.cpp
ResourceManager.cpp
BuildingManager.cpp
SectorMap.cpp
BuildingManager.cpp
MapObjectsEvaluator.cpp
FuzzyEngines.cpp
FuzzyHelper.cpp
@ -68,8 +66,6 @@ set(VCAI_HEADERS
ArmyManager.h
ResourceManager.h
BuildingManager.h
SectorMap.h
BuildingManager.h
MapObjectsEvaluator.h
FuzzyEngines.h
FuzzyHelper.h

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@ -18,6 +18,7 @@
struct HeroPtr;
class VCAI;
class FuzzyHelper;
class CCallback;
namespace Goals
{

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@ -57,13 +57,16 @@ namespace Goals
void scanSector(int scanRadius)
{
for(int x = ourPos.x - scanRadius; x <= ourPos.x + scanRadius; x++)
{
for(int y = ourPos.y - scanRadius; y <= ourPos.y + scanRadius; y++)
{
int3 tile = int3(x, y, ourPos.z);
int3 tile = int3(0, 0, ourPos.z);
if(cbp->isInTheMap(tile) && ts->fogOfWarMap[tile.x][tile.y][tile.z])
const auto & slice = (*(ts->fogOfWarMap))[ourPos.z];
for(tile.x = ourPos.x - scanRadius; tile.x <= ourPos.x + scanRadius; tile.x++)
{
for(tile.y = ourPos.y - scanRadius; tile.y <= ourPos.y + scanRadius; tile.y++)
{
if(cbp->isInTheMap(tile) && slice[tile.x][tile.y])
{
scanTile(tile);
}
@ -84,13 +87,13 @@ namespace Goals
foreach_tile_pos([&](const int3 & pos)
{
if(ts->fogOfWarMap[pos.x][pos.y][pos.z])
if((*(ts->fogOfWarMap))[pos.z][pos.x][pos.y])
{
bool hasInvisibleNeighbor = false;
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
{
if(!ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
if(!(*(ts->fogOfWarMap))[neighbour.z][neighbour.x][neighbour.y])
{
hasInvisibleNeighbor = true;
}
@ -174,7 +177,7 @@ namespace Goals
{
foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
{
if(ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
if((*(ts->fogOfWarMap))[neighbour.z][neighbour.x][neighbour.y])
{
out.push_back(neighbour);
}
@ -182,18 +185,20 @@ namespace Goals
}
}
int howManyTilesWillBeDiscovered(
const int3 & pos) const
int howManyTilesWillBeDiscovered(const int3 & pos) const
{
int ret = 0;
for(int x = pos.x - sightRadius; x <= pos.x + sightRadius; x++)
int3 npos = int3(0, 0, pos.z);
const auto & slice = (*(ts->fogOfWarMap))[pos.z];
for(npos.x = pos.x - sightRadius; npos.x <= pos.x + sightRadius; npos.x++)
{
for(int y = pos.y - sightRadius; y <= pos.y + sightRadius; y++)
for(npos.y = pos.y - sightRadius; npos.y <= pos.y + sightRadius; npos.y++)
{
int3 npos = int3(x, y, pos.z);
if(cbp->isInTheMap(npos)
&& pos.dist2d(npos) - 0.5 < sightRadius
&& !ts->fogOfWarMap[npos.x][npos.y][npos.z])
&& !slice[npos.x][npos.y])
{
if(allowDeadEndCancellation
&& !hasReachableNeighbor(npos))

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@ -20,7 +20,7 @@
AINodeStorage::AINodeStorage(const int3 & Sizes)
: sizes(Sizes)
{
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
nodes.resize(boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][NUM_CHAINS]);
dangerEvaluator.reset(new FuzzyHelper());
}
@ -28,8 +28,6 @@ AINodeStorage::~AINodeStorage() = default;
void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
{
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
int3 pos;
const int3 sizes = gs->getMapSize();
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
@ -39,11 +37,11 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.x=0; pos.x < sizes.x; ++pos.x)
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile * tile = &gs->map->getTile(pos);
if(!tile->terType.isPassable())
@ -87,7 +85,7 @@ bool AINodeStorage::isBattleNode(const CGPathNode * node) const
boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
{
auto chains = nodes[pos.x][pos.y][pos.z][layer];
auto chains = nodes[layer][pos.z][pos.x][pos.y];
for(AIPathNode & node : chains)
{
@ -126,7 +124,7 @@ void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPat
{
for(int i = 0; i < NUM_CHAINS; i++)
{
AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
AIPathNode & heroNode = nodes[layer][coord.z][coord.x][coord.y][i];
heroNode.chainMask = 0;
heroNode.danger = 0;
@ -290,7 +288,7 @@ void AINodeStorage::calculateTownPortalTeleportations(
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
auto chains = nodes[EPathfindingLayer::LAND][pos.z][pos.x][pos.y];
auto destinationNode = getAINode(destination.node);
for(const AIPathNode & node : chains)
@ -323,7 +321,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
{
const AIPathNode & node = nodes[pos.x][pos.y][pos.z][layer][0];
const AIPathNode & node = nodes[layer][pos.z][pos.x][pos.y][0];
return node.action != CGPathNode::ENodeAction::UNKNOWN;
}
@ -331,7 +329,7 @@ bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer l
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
{
std::vector<AIPath> paths;
auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
auto chains = nodes[isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL][pos.z][pos.x][pos.y];
auto initialPos = hero->visitablePos();
for(const AIPathNode & node : chains)

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@ -17,6 +17,10 @@
#include "../Goals/AbstractGoal.h"
#include "Actions/ISpecialAction.h"
class CCallback;
extern boost::thread_specific_ptr<CCallback> cb; //for templates
struct AIPathNode : public CGPathNode
{
uint32_t chainMask;
@ -57,7 +61,9 @@ class AINodeStorage : public INodeStorage
private:
int3 sizes;
/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
// 1 - layer (air, water, land)
// 2-4 - position on map[z][x][y]
// 5 - chain (normal, battle, spellcast and combinations)
boost::multi_array<AIPathNode, 5> nodes;
const CPlayerSpecificInfoCallback * cb;
const VCAI * ai;

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@ -1,431 +0,0 @@
/*
* SectorMap.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "SectorMap.h"
#include "VCAI.h"
#include "../../CCallback.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/CGameState.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
SectorMap::SectorMap()
{
update();
}
SectorMap::SectorMap(HeroPtr h)
{
update();
makeParentBFS(h->visitablePos());
}
bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t)
{
if (t->blocked && !t->visitable)
{
sec = NOT_AVAILABLE;
return true;
}
return false;
}
bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos)
{
return markIfBlocked(sec, pos, getTile(pos));
}
void SectorMap::update()
{
visibleTiles = cb->getAllVisibleTiles();
auto shape = visibleTiles->shape();
sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
clear();
int curSector = 3; //0 is invisible, 1 is not explored
CCallback * cbp = cb.get(); //optimization
foreach_tile_pos([&](crint3 pos)
{
if (retrieveTile(pos) == NOT_CHECKED)
{
if (!markIfBlocked(retrieveTile(pos), pos))
exploreNewSector(pos, curSector++, cbp);
}
});
valid = true;
}
SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
{
return a[pos.x][pos.y][pos.z];
}
const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
{
return a[pos.x][pos.y][pos.z];
}
void SectorMap::clear()
{
//TODO: rotate to [z][x][y]
auto fow = cb->getVisibilityMap();
//TODO: any magic to automate this? will need array->array conversion
//std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
//{
// return f; //type conversion
//});
auto width = fow.size();
auto height = fow.front().size();
auto depth = fow.front().front().size();
for (size_t x = 0; x < width; x++)
{
for (size_t y = 0; y < height; y++)
{
for (size_t z = 0; z < depth; z++)
sector[x][y][z] = fow[x][y][z];
}
}
valid = false;
}
void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
{
Sector & s = infoOnSectors[num];
s.id = num;
s.water = getTile(pos)->isWater();
std::queue<int3> toVisit;
toVisit.push(pos);
while (!toVisit.empty())
{
int3 curPos = toVisit.front();
toVisit.pop();
TSectorID & sec = retrieveTile(curPos);
if (sec == NOT_CHECKED)
{
const TerrainTile * t = getTile(curPos);
if (!markIfBlocked(sec, curPos, t))
{
if (t->isWater() == s.water) //sector is only-water or only-land
{
sec = num;
s.tiles.push_back(curPos);
foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
{
if (retrieveTile(neighPos) == NOT_CHECKED)
{
toVisit.push(neighPos);
//parent[neighPos] = curPos;
}
const TerrainTile * nt = getTile(neighPos);
if (nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
{
s.embarkmentPoints.push_back(neighPos);
}
});
if (t->visitable)
{
auto obj = t->visitableObjects.front();
if (cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
s.visitableObjs.push_back(obj);
}
}
}
}
}
vstd::removeDuplicates(s.embarkmentPoints);
}
void SectorMap::write(crstring fname)
{
std::ofstream out(fname);
for (int k = 0; k < cb->getMapSize().z; k++)
{
for (int j = 0; j < cb->getMapSize().y; j++)
{
for (int i = 0; i < cb->getMapSize().x; i++)
{
out << (int)sector[i][j][k] << '\t';
}
out << std::endl;
}
out << std::endl;
}
}
/*
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
For ship construction etc, another function (goal?) is needed
*/
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
{
int3 ret(-1, -1, -1);
int sourceSector = retrieveTile(h->visitablePos());
int destinationSector = retrieveTile(dst);
const Sector * src = &infoOnSectors[sourceSector];
const Sector * dest = &infoOnSectors[destinationSector];
if (sourceSector != destinationSector) //use ships, shipyards etc..
{
if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
return dst;
std::map<const Sector *, const Sector *> preds;
std::queue<const Sector *> sectorQueue;
sectorQueue.push(src);
while (!sectorQueue.empty())
{
const Sector * s = sectorQueue.front();
sectorQueue.pop();
for (int3 ep : s->embarkmentPoints)
{
Sector * neigh = &infoOnSectors[retrieveTile(ep)];
//preds[s].push_back(neigh);
if (!preds[neigh])
{
preds[neigh] = s;
sectorQueue.push(neigh);
}
}
}
if (!preds[dest])
{
//write("test.txt");
return ret;
//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
}
std::vector<const Sector *> toTraverse;
toTraverse.push_back(dest);
while (toTraverse.back() != src)
{
toTraverse.push_back(preds[toTraverse.back()]);
}
if (preds[dest])
{
//TODO: would be nice to find sectors in loop
const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);
if (!src->water && sectorToReach->water) //embark
{
//embark on ship -> look for an EP with a boat
auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
{
const TerrainTile * t = getTile(pos);
if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
{
if (retrieveTile(pos) == sectorToReach->id)
return true;
}
return false;
});
if (firstEP != src->embarkmentPoints.end())
{
return *firstEP;
}
else
{
//we need to find a shipyard with an access to the desired sector's EP
//TODO what about Summon Boat spell?
std::vector<const IShipyard *> shipyards;
for (const CGTownInstance * t : cb->getTownsInfo())
{
if (t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for (const CGObjectInstance * obj : ai->getFlaggedObjects())
{
if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if (const IShipyard * shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
}
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
{
return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
}), shipyards.end());
if (!shipyards.size())
{
//TODO consider possibility of building shipyard in a town
return ret;
//throw cannotFulfillGoalException("There is no known shipyard!");
}
//we have only shipyards that possibly can build ships onto the appropriate EP
auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard * s) -> bool
{
return s->o->tempOwner == ai->playerID;
});
if (ownedGoodShipyard != shipyards.end())
{
const IShipyard * s = *ownedGoodShipyard;
TResources shipCost;
s->getBoatCost(shipCost);
if (cb->getResourceAmount().canAfford(shipCost))
{
int3 ret = s->bestLocation();
cb->buildBoat(s); //TODO: move actions elsewhere
return ret;
}
else
{
//TODO gather res
return ret;
//throw cannotFulfillGoalException("Not enough resources to build a boat");
}
}
else
{
//TODO pick best shipyard to take over
return shipyards.front()->o->visitablePos();
}
}
}
else if (src->water && !sectorToReach->water)
{
//TODO
//disembark
return ret;
}
else //use subterranean gates - not needed since gates are now handled via Pathfinder
{
return ret;
//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
}
}
else
{
return ret;
//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
}
}
else //tiles are in same sector
{
return findFirstVisitableTile(h, dst);
}
}
int3 SectorMap::findFirstVisitableTile(HeroPtr h, crint3 dst)
{
int3 ret(-1, -1, -1);
int3 curtile = dst;
while (curtile != h->visitablePos())
{
auto topObj = cb->getTopObj(curtile);
if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
{
if (cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
logAi->warn("Another allied hero stands in our way");
return ret;
}
}
if (ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
{
return curtile;
}
else
{
auto i = parent.find(curtile);
if (i != parent.end())
{
assert(curtile != i->second);
curtile = i->second;
}
else
{
return ret;
//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
}
}
}
return ret;
}
void SectorMap::makeParentBFS(crint3 source)
{
parent.clear();
int mySector = retrieveTile(source);
std::queue<int3> toVisit;
toVisit.push(source);
while (!toVisit.empty())
{
int3 curPos = toVisit.front();
toVisit.pop();
TSectorID & sec = retrieveTile(curPos);
assert(sec == mySector); //consider only tiles from the same sector
UNUSED(sec);
foreach_neighbour(curPos, [&](crint3 neighPos)
{
if (retrieveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
{
if (cb->canMoveBetween(curPos, neighPos))
{
toVisit.push(neighPos);
parent[neighPos] = curPos;
}
}
});
}
}
SectorMap::TSectorID & SectorMap::retrieveTile(crint3 pos)
{
return retrieveTileN(sector, pos);
}
TerrainTile * SectorMap::getTile(crint3 pos) const
{
//out of bounds access should be handled by boost::multi_array
//still we cached this array to avoid any checks
return visibleTiles->operator[](pos.x)[pos.y][pos.z];
}
std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
{
const Sector * heroSector = &infoOnSectors[retrieveTile(h->visitablePos())];
if (sectorsAround)
{
std::vector<const CGObjectInstance *> ret;
for (auto embarkPoint : heroSector->embarkmentPoints)
{
const Sector * embarkSector = &infoOnSectors[retrieveTile(embarkPoint)];
range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
}
return ret;
}
return heroSector->visitableObjs;
}

View File

@ -1,70 +0,0 @@
/*
* SectorMap.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AIUtility.h"
enum
{
NOT_VISIBLE = 0,
NOT_CHECKED = 1,
NOT_AVAILABLE
};
struct SectorMap
{
//a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
struct Sector
{
int id;
std::vector<int3> tiles;
std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
std::vector<const CGObjectInstance *> visitableObjs;
bool water; //all tiles of sector are land or water
Sector()
{
id = -1;
water = false;
}
};
typedef unsigned short TSectorID; //smaller than int to allow -1 value. Max number of sectors 65K should be enough for any proper map.
typedef boost::multi_array<TSectorID, 3> TSectorArray;
bool valid; //some kind of lazy eval
std::map<int3, int3> parent;
TSectorArray sector;
//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
std::map<int, Sector> infoOnSectors;
std::shared_ptr<boost::multi_array<TerrainTile *, 3>> visibleTiles;
SectorMap();
SectorMap(HeroPtr h);
void update();
void clear();
void exploreNewSector(crint3 pos, int num, CCallback * cbp);
void write(crstring fname);
bool markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t);
bool markIfBlocked(TSectorID & sec, crint3 pos);
TSectorID & retrieveTile(crint3 pos);
TSectorID & retrieveTileN(TSectorArray & vectors, const int3 & pos);
const TSectorID & retrieveTileN(const TSectorArray & vectors, const int3 & pos);
TerrainTile * getTile(crint3 pos) const;
std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
void makeParentBFS(crint3 source);
int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
};

View File

@ -324,7 +324,7 @@ int3 CCallback::getGuardingCreaturePosition(int3 tile)
if (!gs->map->isInTheMap(tile))
return int3(-1,-1,-1);
return gs->map->guardingCreaturePositions[tile.x][tile.y][tile.z];
return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
}
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)

View File

@ -218,7 +218,7 @@ void CPlayerInterface::yourTurn()
STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
for (auto & elem : hlp.objects)
if (elem.obj && elem.obj->id == hid)
{
@ -229,7 +229,7 @@ STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SD
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
for (int h=0; h<hlp.objects.size(); ++h)
if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
{
@ -244,6 +244,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
if(LOCPLINT != this)
return;
//FIXME: read once and store
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
return;
@ -255,7 +256,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
//AI hero left the visible area (we can't obtain info)
//TODO very evil workaround -> retrieve pointer to hero so we could animate it
// TODO -> we should not need full CGHeroInstance structure to display animation or it should not be handled by playerint (but by the client itself)
const TerrainTile2 & tile = CGI->mh->ttiles[hp.x - 1][hp.y][hp.z];
const TerrainTile2 & tile = CGI->mh->ttiles[hp.z][hp.x - 1][hp.y];
for(auto & elem : tile.objects)
if(elem.obj && elem.obj->id == details.id)
hero = dynamic_cast<const CGHeroInstance *>(elem.obj);
@ -1738,41 +1739,43 @@ int CPlayerInterface::getLastIndex( std::string namePrefix)
void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroInstance * ho, const int3 &hp )
{
auto subArr = (CGI->mh->ttiles)[hp.z];
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
{
//ho->moveDir = 1;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
subArr[hp.x-3][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y-2].objects.begin(), subArr[hp.x-3][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//ho->moveDir = 2;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
@ -1782,37 +1785,37 @@ void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroIns
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//ho->moveDir = 3;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
subArr[hp.x+1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-2][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-2].objects.begin(), subArr[hp.x+1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
@ -1821,16 +1824,16 @@ void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroIns
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
@ -1839,26 +1842,26 @@ void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroIns
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
subArr[hp.x+1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x+1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y+1].objects.begin(), subArr[hp.x+1][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
@ -1872,59 +1875,59 @@ void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroIns
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//ho->moveDir = 7;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
subArr[hp.x-3][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-2][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-1][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y+1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y+1].objects.begin(), subArr[hp.x-3][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//ho->moveDir = 8;
ho->isStanding = false;
CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y-1][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x-3][hp.y][hp.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
}
}
@ -2154,13 +2157,16 @@ void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &h
subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
//restoring good order of objects
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y-1][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-2][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x-1][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
std::stable_sort(CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.begin(), CGI->mh->ttiles[details.end.x][details.end.y][details.end.z].objects.end(), objectBlitOrderSorter);
boost::detail::multi_array::sub_array<TerrainTile2, 2> subArr = (CGI->mh->ttiles)[details.end.z];
std::stable_sort(subArr[details.end.x-2][details.end.y-1].objects.begin(), subArr[details.end.x-2][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-1][details.end.y-1].objects.begin(), subArr[details.end.x-1][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x][details.end.y-1].objects.begin(), subArr[details.end.x][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-2][details.end.y].objects.begin(), subArr[details.end.x-2][details.end.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-1][details.end.y].objects.begin(), subArr[details.end.x-1][details.end.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x][details.end.y].objects.begin(), subArr[details.end.x][details.end.y].objects.end(), objectBlitOrderSorter);
}
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )
@ -2882,7 +2888,7 @@ void CPlayerInterface::updateAmbientSounds(bool resetAll)
{
int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
// We want sound for every special terrain on tile and not just one on top
for(auto & ttObj : CGI->mh->ttiles[tile.x][tile.y][tile.z].objects)
for(auto & ttObj : CGI->mh->ttiles[tile.z][tile.x][tile.y].objects)
{
if(ttObj.ambientSound)
updateSounds(ttObj.ambientSound.get(), dist);

View File

@ -52,20 +52,22 @@ struct NeighborTilesInfo
d1,
d2,
d3;
NeighborTilesInfo(const int3 & pos, const int3 & sizes, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap)
NeighborTilesInfo(const int3 & pos, const int3 & sizes, std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap)
{
auto getTile = [&](int dx, int dy)->bool
{
if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
|| dy + pos.y < 0 || dy + pos.y >= sizes.y)
return false;
return settings["session"]["spectate"].Bool() ? true : visibilityMap[dx+pos.x][dy+pos.y][pos.z];
//FIXME: please do not read settings for every tile...
return settings["session"]["spectate"].Bool() ? true : (*visibilityMap)[pos.z][dx+pos.x][dy+pos.y];
};
d7 = getTile(-1, -1); //789
d8 = getTile( 0, -1); //456
d9 = getTile(+1, -1); //123
d4 = getTile(-1, 0);
d5 = visibilityMap[pos.x][pos.y][pos.z];
d5 = (*visibilityMap)[pos.z][pos.x][pos.y];
d6 = getTile(+1, 0);
d1 = getTile(-1, +1);
d2 = getTile( 0, +1);
@ -113,22 +115,9 @@ void CMapHandler::prepareFOWDefs()
FoWfullHide[frame] = graphics->fogOfWarFullHide->getImage(frame);
//initialization of type of full-hide image
hideBitmap.resize(sizes.x);
for (auto & elem : hideBitmap)
{
elem.resize(sizes.y);
}
for (auto & elem : hideBitmap)
{
for (int j = 0; j < sizes.y; ++j)
{
elem[j].resize(sizes.z);
for(int k = 0; k < sizes.z; ++k)
{
elem[j][k] = CRandomGenerator::getDefault().nextInt((int)size - 1);
}
}
}
hideBitmap.resize(boost::extents[sizes.z][sizes.x][sizes.y]);
for (int i = 0; i < hideBitmap.num_elements(); i++)
hideBitmap.data()[i] = CRandomGenerator::getDefault().nextInt(size - 1);
size = graphics->fogOfWarPartialHide->size(0);
FoWpartialHide.resize(size);
@ -211,16 +200,12 @@ void CMapHandler::initTerrainGraphics()
// Create enough room for the whole map and its frame
ttiles.resize(sizes.x, frameW, frameW);
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
ttiles[i].resize(sizes.y, frameH, frameH);
}
for (int i=0-frameW;i<ttiles.size()-frameW;i++)
{
for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
ttiles[i][j].resize(sizes.z, 0, 0);
}
//ttiles.resize(sizes.x, frameW, frameW);
//FIXME: why do we even handle array with z (surface and undeground) at the same time?
ttiles.resize(boost::extents[sizes.z][sizes.x + 2 * frameW][sizes.y + 2 * frameH]);
ttiles.reindex(std::list<int>{ 0, -frameW, -frameH }); //need to move starting coordinates so that used index is always positive
}
void CMapHandler::initBorderGraphics()
@ -321,19 +306,21 @@ void CMapHandler::initObjectRects()
obj->coveringAt(currTile.x, currTile.y) // object is visible here
)
{
ttiles[currTile.x][currTile.y][currTile.z].objects.push_back(toAdd);
ttiles[currTile.z][currTile.x][currTile.y].objects.push_back(toAdd);
}
}
}
}
for(int ix=0; ix<ttiles.size()-frameW; ++ix)
auto shape = ttiles.shape();
for(size_t z = 0; z < shape[0]; z++)
{
for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
for(size_t x = 0; x < shape[1] - frameW; x++)
{
for(int iz=0; iz<ttiles[0][0].size(); ++iz)
for(size_t y = 0; y < shape[2] - frameH; y++)
{
stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), objectBlitOrderSorter);
auto & objects = ttiles[z][x][y].objects;
stable_sort(objects.begin(), objects.end(), objectBlitOrderSorter);
}
}
}
@ -351,7 +338,7 @@ void CMapHandler::init()
//sizes of terrain
sizes.x = map->width;
sizes.y = map->height;
sizes.z = map->twoLevel ? 2 : 1;
sizes.z = map->levels();
// Total number of visible tiles. Subtract the center tile, then
// compute the number of tiles on each side, and reassemble.
@ -557,7 +544,9 @@ void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf
const CGObjectInstance * obj = object.obj;
const bool sameLevel = obj->pos.z == pos.z;
const bool isVisible = settings["session"]["spectate"].Bool() ? true : (*info->visibilityMap)[pos.x][pos.y][pos.z];
//FIXME: Don't read options in a loop :v
const bool isVisible = settings["session"]["spectate"].Bool() ? true : (*info->visibilityMap)[pos.z][pos.x][pos.y];
const bool isVisitable = obj->visitableAt(pos.x, pos.y);
if(sameLevel && isVisible && isVisitable)
@ -826,11 +815,11 @@ void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const Terrain
void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const
{
const NeighborTilesInfo neighborInfo(pos, parent->sizes, *info->visibilityMap);
const NeighborTilesInfo neighborInfo(pos, parent->sizes, info->visibilityMap);
int retBitmapID = neighborInfo.getBitmapID();// >=0 -> partial hide, <0 - full hide
if (retBitmapID < 0)
retBitmapID = - parent->hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden
retBitmapID = - parent->hideBitmap[pos.z][pos.x][pos.y] - 1; //fully hidden
std::shared_ptr<IImage> image;
@ -865,7 +854,7 @@ void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingIn
realTileRect.x = realPos.x;
realTileRect.y = realPos.y;
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
const TerrainTile2 & tile = parent->ttiles[pos.z][pos.x][pos.y];
const TerrainTile & tinfo = parent->map->getTile(pos);
const TerrainTile * tinfoUpper = pos.y > 0 ? &parent->map->getTile(int3(pos.x, pos.y - 1, pos.z)) : nullptr;
@ -896,9 +885,9 @@ void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingIn
}
else
{
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
const TerrainTile2 & tile = parent->ttiles[pos.z][pos.x][pos.y];
if(!settings["session"]["spectate"].Bool() && !(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain)
if(!settings["session"]["spectate"].Bool() && !(*info->visibilityMap)[topTile.z][pos.x][pos.y] && !info->showAllTerrain)
drawFow(targetSurf);
// overlay needs to be drawn over fow, because of artifacts-aura-like spells
@ -1105,7 +1094,7 @@ bool CMapHandler::CMapBlitter::canDrawCurrentTile() const
if(settings["session"]["spectate"].Bool())
return true;
const NeighborTilesInfo neighbors(pos, parent->sizes, *info->visibilityMap);
const NeighborTilesInfo neighbors(pos, parent->sizes, info->visibilityMap);
return !neighbors.areAllHidden();
}
@ -1136,7 +1125,7 @@ bool CMapHandler::updateObjectsFade()
++iter;
else // fade finished
{
auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
auto &objs = ttiles[pos.z][pos.x][pos.y].objects;
for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
{
if ((*objIter).fadeAnimKey == (*iter).first)
@ -1210,6 +1199,9 @@ bool CMapHandler::printObject(const CGObjectInstance * obj, bool fadein)
const int tilesW = bitmap->width()/32;
const int tilesH = bitmap->height()/32;
auto ttilesWidth = ttiles.shape()[1];
auto ttilesHeight = ttiles.shape()[2];
for(int fx=0; fx<tilesW; ++fx)
{
for(int fy=0; fy<tilesH; ++fy)
@ -1220,10 +1212,13 @@ bool CMapHandler::printObject(const CGObjectInstance * obj, bool fadein)
cr.x = fx*32;
cr.y = fy*32;
if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
if((obj->pos.x + fx - tilesW + 1) >= 0 &&
(obj->pos.x + fx - tilesW + 1) < ttilesWidth - frameW &&
(obj->pos.y + fy - tilesH + 1) >= 0 &&
(obj->pos.y + fy - tilesH + 1) < ttilesHeight - frameH)
{
int3 pos(obj->pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z);
TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z];
TerrainTile2 & curt = ttiles[pos.z][pos.x][pos.y];
TerrainTileObject toAdd(obj, cr, obj->visitableAt(pos.x, pos.y));
if (fadein && ADVOPT.objectFading)
@ -1252,59 +1247,26 @@ bool CMapHandler::printObject(const CGObjectInstance * obj, bool fadein)
bool CMapHandler::hideObject(const CGObjectInstance * obj, bool fadeout)
{
//optimized version which reveals weird bugs with missing def name
//auto pos = obj->pos;
//for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--)
//{
// for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--)
// {
// int3 t(i, j, pos.z);
// if (!map->isInTheMap(t))
// continue;
// auto &objs = ttiles[i][j][pos.z].objects;
// for (size_t x = 0; x < objs.size(); x++)
// {
// auto ourObj = objs[x].obj;
// if (ourObj && ourObj->id == obj->id)
// {
// if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
// {
// if (startObjectFade(objs[x], false, t))
// objs[x].obj = nullptr; //set original pointer to null
// else
// objs.erase(objs.begin() + x);
// }
// else
// objs.erase(objs.begin() + x);
// break;
// }
// }
// }
//}
for (size_t i = 0; i<map->width; i++)
for(size_t z = 0; z < map->levels(); z++)
{
for (size_t j = 0; j<map->height; j++)
for(size_t x = 0; x < map->width; x++)
{
for (size_t k = 0; k<(map->twoLevel ? 2 : 1); k++)
for(size_t y = 0; y < map->height; y++)
{
auto &objs = ttiles[(int)i][(int)j][(int)k].objects;
for (size_t x = 0; x < objs.size(); x++)
auto &objs = ttiles[(int)z][(int)x][(int)y].objects;
for(size_t i = 0; i < objs.size(); i++)
{
if (objs[x].obj && objs[x].obj->id == obj->id)
if (objs[i].obj && objs[i].obj->id == obj->id)
{
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
{
if (startObjectFade(objs[x], false, int3((si32)i, (si32)j, (si32)k)))
objs[x].obj = nullptr;
if (startObjectFade(objs[i], false, int3((si32)x, (si32)y, (si32)z)))
objs[i].obj = nullptr;
else
objs.erase(objs.begin() + x);
objs.erase(objs.begin() + i);
}
else
objs.erase(objs.begin() + x);
objs.erase(objs.begin() + i);
break;
}
}
@ -1392,7 +1354,7 @@ CMapHandler::CMapHandler()
bool CMapHandler::hasObjectHole(const int3 & pos) const
{
const TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];
const TerrainTile2 & tt = ttiles[pos.z][pos.x][pos.y];
for(auto & elem : tt.objects)
{
@ -1411,7 +1373,7 @@ void CMapHandler::getTerrainDescr(const int3 & pos, std::string & out, bool isRM
out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
return;
}
const TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];
const TerrainTile2 & tt = ttiles[pos.z][pos.x][pos.y];
bool isTile2Terrain = false;
out.clear();

View File

@ -92,7 +92,7 @@ struct MapDrawingInfo
{
bool scaled;
int3 &topTile; // top-left tile in viewport [in tiles]
const std::vector< std::vector< std::vector<ui8> > > * visibilityMap;
std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap;
SDL_Rect * drawBounds; // map rect drawing bounds on screen
std::shared_ptr<CAnimation> icons; // holds overlay icons for world view mode
float scale; // map scale for world view mode (only if scaled == true)
@ -110,9 +110,10 @@ struct MapDrawingInfo
bool showAllTerrain; //for expert viewEarth
MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
MapDrawingInfo(int3 &topTile_, std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap_, SDL_Rect * drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
: scaled(false),
topTile(topTile_),
visibilityMap(visibilityMap_),
drawBounds(drawBounds_),
icons(icons_),
@ -332,7 +333,7 @@ class CMapHandler
void initTerrainGraphics();
void prepareFOWDefs();
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
boost::multi_array<TerrainTile2, 3> ttiles; //informations about map tiles [z][x][y]
int3 sizes; //map size (x = width, y = height, z = number of levels)
const CMap * map;
@ -368,7 +369,7 @@ public:
//Fog of War cache (not owned)
std::vector<std::shared_ptr<IImage>> FoWfullHide;
std::vector<std::vector<std::vector<ui8> > > hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
boost::multi_array<ui8, 3> hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
std::vector<std::shared_ptr<IImage>> FoWpartialHide;

View File

@ -380,7 +380,7 @@ void CTerrainRect::show(SDL_Surface * to)
{
if (adventureInt->mode == EAdvMapMode::NORMAL)
{
MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos);
MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos);
info.otherheroAnim = true;
info.anim = adventureInt->anim;
info.heroAnim = adventureInt->heroAnim;
@ -407,7 +407,7 @@ void CTerrainRect::showAll(SDL_Surface * to)
// world view map is static and doesn't need redraw every frame
if (adventureInt->mode == EAdvMapMode::WORLD_VIEW)
{
MapDrawingInfo info(adventureInt->position, &LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons);
MapDrawingInfo info(adventureInt->position, LOCPLINT->cb->getVisibilityMap(), &pos, adventureInt->worldViewIcons);
info.scaled = true;
info.scale = adventureInt->worldViewScale;
adventureInt->worldViewOptions.adjustDrawingInfo(info);
@ -757,7 +757,7 @@ void CAdvMapInt::fworldViewScale4x()
void CAdvMapInt::fswitchLevel()
{
// with support for future multi-level maps :)
int maxLevels = CGI->mh->map->twoLevel ? 2 : 1;
int maxLevels = CGI->mh->map->levels();
if (maxLevels < 2)
return;

View File

@ -1514,7 +1514,7 @@ void CPuzzleWindow::showAll(SDL_Surface * to)
Rect mapRect = genRect(544, 591, pos.x + 8, pos.y + 7);
int3 topTile = grailPos - moveInt;
MapDrawingInfo info(topTile, &LOCPLINT->cb->getVisibilityMap(), &mapRect);
MapDrawingInfo info(topTile, LOCPLINT->cb->getVisibilityMap(), &mapRect);
info.puzzleMode = true;
info.grailPos = grailPos;
CGI->mh->drawTerrainRectNew(to, &info);

View File

@ -502,28 +502,29 @@ const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
}
//TODO: typedef?
std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
{
assert(player.is_initialized());
auto team = getPlayerTeam(player.get());
size_t width = gs->map->width;
size_t height = gs->map->height;
size_t levels = (gs->map->twoLevel ? 2 : 1);
size_t levels = gs->map->levels();
auto ptr = new boost::multi_array<TerrainTile*, 3>(boost::extents[levels][width][height]);
boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
for (size_t x = 0; x < width; x++)
for (size_t y = 0; y < height; y++)
for (size_t z = 0; z < levels; z++)
int3 tile;
for(tile.z = 0; tile.z < levels; tile.z++)
for(tile.x = 0; tile.x < width; tile.x++)
for(tile.y = 0; tile.y < height; tile.y++)
{
if (team->fogOfWarMap[x][y][z])
tileArray[x][y][z] = &gs->map->getTile(int3((si32)x, (si32)y, (si32)z));
if ((*team->fogOfWarMap)[tile.z][tile.x][tile.y])
(*ptr)[tile.z][tile.x][tile.y] = &gs->map->getTile(tile);
else
tileArray[x][y][z] = nullptr;
(*ptr)[tile.z][tile.x][tile.y] = nullptr;
}
return std::make_shared<boost::multi_array<TerrainTile*, 3>>(tileArray);
return std::shared_ptr<const boost::multi_array<TerrainTile*, 3>>(ptr);
}
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
@ -694,7 +695,7 @@ CGameInfoCallback::CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor
player = Player;
}
const std::vector< std::vector< std::vector<ui8> > > & CPlayerSpecificInfoCallback::getVisibilityMap() const
std::shared_ptr<const boost::multi_array<ui8, 3>> CPlayerSpecificInfoCallback::getVisibilityMap() const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getPlayerTeam(*player)->fogOfWarMap;

View File

@ -185,7 +185,7 @@ public:
virtual const CMapHeader * getMapHeader()const;
virtual int3 getMapSize() const; //returns size of map - z is 1 for one - level map and 2 for two level map
virtual const TerrainTile * getTile(int3 tile, bool verbose = true) const;
virtual std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
virtual std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
virtual bool isInTheMap(const int3 &pos) const;
virtual void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
virtual void calculatePaths(std::shared_ptr<PathfinderConfig> config);
@ -235,7 +235,7 @@ public:
virtual int getResourceAmount(Res::ERes type) const;
virtual TResources getResourceAmount() const;
virtual const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
virtual std::shared_ptr<const boost::multi_array<ui8, 3>> getVisibilityMap() const; //returns visibility map
//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
};

View File

@ -954,19 +954,20 @@ void CGameState::initGrailPosition()
static const int BORDER_WIDTH = 9; // grail must be at least 9 tiles away from border
// add all not blocked tiles in range
for (int i = BORDER_WIDTH; i < map->width - BORDER_WIDTH ; i++)
for (int z = 0; z < map->levels(); z++)
{
for (int j = BORDER_WIDTH; j < map->height - BORDER_WIDTH; j++)
for(int x = BORDER_WIDTH; x < map->width - BORDER_WIDTH ; x++)
{
for (int k = 0; k < (map->twoLevel ? 2 : 1); k++)
for(int y = BORDER_WIDTH; y < map->height - BORDER_WIDTH; y++)
{
const TerrainTile &t = map->getTile(int3(i, j, k));
const TerrainTile &t = map->getTile(int3(x, y, z));
if(!t.blocked
&& !t.visitable
&& t.terType.isLand()
&& t.terType.isPassable()
&& (int)map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadius * map->grailRadius))
allowedPos.push_back(int3(i,j,k));
&& (int)map->grailPos.dist2dSQ(int3(x, y, z)) <= (map->grailRadius * map->grailRadius))
allowedPos.push_back(int3(x,y,z));
}
}
}
@ -1593,20 +1594,13 @@ void CGameState::giveCampaignBonusToHero(CGHeroInstance * hero)
void CGameState::initFogOfWar()
{
logGlobal->debug("\tFog of war"); //FIXME: should be initialized after all bonuses are set
int layers = map->levels();
for(auto & elem : teams)
{
elem.second.fogOfWarMap.resize(map->width);
for(int g=0; g<map->width; ++g)
elem.second.fogOfWarMap[g].resize(map->height);
for(int g=-0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
elem.second.fogOfWarMap[g][h].resize(map->twoLevel ? 2 : 1, 0);
for(int g=0; g<map->width; ++g)
for(int h=0; h<map->height; ++h)
for(int v = 0; v < (map->twoLevel ? 2 : 1); ++v)
elem.second.fogOfWarMap[g][h][v] = 0;
auto fow = elem.second.fogOfWarMap;
fow->resize(boost::extents[layers][map->width][map->height]);
std::fill(fow->data(), fow->data() + fow->num_elements(), 0);
for(CGObjectInstance *obj : map->objects)
{
@ -1616,7 +1610,7 @@ void CGameState::initFogOfWar()
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
for(int3 tile : tiles)
{
elem.second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
(*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;
}
}
}
@ -2019,6 +2013,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
void CGameState::calculatePaths(std::shared_ptr<PathfinderConfig> config)
{
//FIXME: creating pathfinder is costly, maybe reset / clear is enough?
CPathfinder pathfinder(this, config);
pathfinder.calculatePaths();
}
@ -2080,7 +2075,7 @@ std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
return gs->map->guardingCreaturePositions[pos.z][pos.x][pos.y];
}
void CGameState::updateRumor()
@ -2164,7 +2159,7 @@ bool CGameState::isVisible(int3 pos, PlayerColor player)
if(player.isSpectator())
return true;
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
return (*getPlayerTeam(player)->fogOfWarMap)[pos.z][pos.x][pos.y];
}
bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
@ -3096,6 +3091,7 @@ int ArmyDescriptor::getStrength() const
TeamState::TeamState()
{
setNodeType(TEAM);
fogOfWarMap = std::make_shared<boost::multi_array<ui8, 3>>();
}
TeamState::TeamState(TeamState && other):

View File

@ -33,17 +33,17 @@ void NodeStorage::initialize(const PathfinderOptions & options, const CGameState
int3 pos;
const PlayerColor player = out.hero->tempOwner;
const int3 sizes = gs->getMapSize();
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.x=0; pos.x < sizes.x; ++pos.x)
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile * tile = &gs->map->getTile(pos);
if(tile->terType.isWater())
@ -1304,7 +1304,7 @@ void CGPath::convert(ui8 mode)
CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
: sizes(Sizes), hero(hero_)
{
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
}
CPathsInfo::~CPathsInfo() = default;
@ -1336,11 +1336,11 @@ bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
{
auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
auto landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
if(landNode->reachable())
return landNode;
else
return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
}
PathNodeInfo::PathNodeInfo()

View File

@ -178,7 +178,7 @@ struct DLL_LINKAGE CPathsInfo
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
@ -189,7 +189,7 @@ struct DLL_LINKAGE CPathsInfo
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[coord.x][coord.y][coord.z][layer];
return &nodes[layer][coord.z][coord.x][coord.y];
}
};

View File

@ -81,7 +81,7 @@ public:
TeamID id; //position in gameState::teams
std::set<PlayerColor> players; // members of this team
//TODO: boost::array, bool if possible
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
std::shared_ptr<boost::multi_array<ui8, 3>> fogOfWarMap; //[z][x][y] true - visible, false - hidden
TeamState();
TeamState(TeamState && other);

View File

@ -38,14 +38,13 @@
void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
{
std::vector<int> floors;
for (int b = 0; b < (gs->map->twoLevel ? 2 : 1); ++b)
for(int b = 0; b < gs->map->levels(); ++b)
{
floors.push_back(b);
}
const TerrainTile *tinfo;
for (auto zd : floors)
{
for (int xd = 0; xd < gs->map->width; xd++)
{
for (int yd = 0; yd < gs->map->height; yd++)
@ -80,8 +79,8 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3
if(distance <= radious)
{
if(!player
|| (mode == 1 && team->fogOfWarMap[xd][yd][pos.z]==0)
|| (mode == -1 && team->fogOfWarMap[xd][yd][pos.z]==1)
|| (mode == 1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
|| (mode == -1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
)
tiles.insert(int3(xd,yd,pos.z));
}
@ -103,7 +102,7 @@ void CPrivilegedInfoCallback::getAllTiles(std::unordered_set<int3, ShashInt3> &
std::vector<int> floors;
if(level == -1)
{
for(int b = 0; b < (gs->map->twoLevel ? 2 : 1); ++b)
for(int b = 0; b < gs->map->levels(); ++b)
{
floors.push_back(b);
}

View File

@ -177,8 +177,9 @@ DLL_LINKAGE void SetMovePoints::applyGs(CGameState *gs)
DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
{
TeamState * team = gs->getPlayerTeam(player);
auto fogOfWarMap = team->fogOfWarMap;
for(int3 t : tiles)
team->fogOfWarMap[t.x][t.y][t.z] = mode;
(*fogOfWarMap)[t.z][t.x][t.y] = mode;
if (mode == 0) //do not hide too much
{
std::unordered_set<int3, ShashInt3> tilesRevealed;
@ -200,7 +201,7 @@ DLL_LINKAGE void FoWChange::applyGs(CGameState *gs)
}
}
for(int3 t : tilesRevealed) //probably not the most optimal solution ever
team->fogOfWarMap[t.x][t.y][t.z] = 1;
(*fogOfWarMap)[t.z][t.x][t.y] = 1;
}
}
@ -561,8 +562,9 @@ void TryMoveHero::applyGs(CGameState *gs)
gs->map->addBlockVisTiles(h);
}
auto fogOfWarMap = gs->getPlayerTeam(h->getOwner())->fogOfWarMap;
for(int3 t : fowRevealed)
gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
(*fogOfWarMap)[t.z][t.x][t.y] = 1;
}
DLL_LINKAGE void NewStructures::applyGs(CGameState *gs)

View File

@ -14,13 +14,13 @@
namespace PathfinderUtil
{
using FoW = std::vector<std::vector<std::vector<ui8> > >;
using FoW = std::shared_ptr<const boost::multi_array<ui8, 3>>;
using ELayer = EPathfindingLayer;
template<EPathfindingLayer::EEPathfindingLayer layer>
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const FoW & fow, const PlayerColor player, const CGameState * gs)
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, FoW fow, const PlayerColor player, const CGameState * gs)
{
if(!fow[pos.x][pos.y][pos.z])
if(!(*fow)[pos.z][pos.x][pos.y])
return CGPathNode::BLOCKED;
switch(layer)

View File

@ -522,10 +522,15 @@ CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
BattleInfo::BattleInfo()
: round(-1), activeStack(-1), town(nullptr), tile(-1,-1,-1),
battlefieldType(BattleField::NONE), terrainType(),
tacticsSide(0), tacticDistance(0)
BattleInfo::BattleInfo():
round(-1),
activeStack(-1),
town(nullptr),
tile(-1,-1,-1),
battlefieldType(BattleField::NONE),
terrainType(),
tacticsSide(0),
tacticDistance(0)
{
setBattle(this);
setNodeType(BATTLE);

View File

@ -322,15 +322,15 @@ void ObjectTemplate::readJson(const JsonNode &node, const bool withTerrain)
size_t height = mask.size();
size_t width = 0;
for (auto & line : mask)
for(auto & line : mask)
vstd::amax(width, line.String().size());
setSize((ui32)width, (ui32)height);
for (size_t i=0; i<mask.size(); i++)
for(size_t i = 0; i < mask.size(); i++)
{
const std::string & line = mask[i].String();
for (size_t j=0; j < line.size(); j++)
for(size_t j = 0; j < line.size(); j++)
usedTiles[mask.size() - 1 - i][line.size() - 1 - j] = charToTile(line[j]);
}

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@ -149,19 +149,23 @@ static bool ruleIsAny(const std::string & rule)
///CDrawLinesOperation
CDrawLinesOperation::CDrawLinesOperation(CMap * map, const CTerrainSelection & terrainSel, CRandomGenerator * gen):
CMapOperation(map), terrainSel(terrainSel), gen(gen)
CMapOperation(map),
terrainSel(terrainSel),
gen(gen)
{
}
///CDrawRoadsOperation
CDrawRoadsOperation::CDrawRoadsOperation(CMap * map, const CTerrainSelection & terrainSel, const std::string & roadType, CRandomGenerator * gen):
CDrawLinesOperation(map, terrainSel, gen), roadType(roadType)
CDrawLinesOperation(map, terrainSel,gen),
roadType(roadType)
{
}
///CDrawRiversOperation
CDrawRiversOperation::CDrawRiversOperation(CMap * map, const CTerrainSelection & terrainSel, const std::string & riverType, CRandomGenerator * gen):
CDrawLinesOperation(map, terrainSel, gen), riverType(riverType)
CDrawLinesOperation(map, terrainSel, gen),
riverType(riverType)
{
}

View File

@ -228,7 +228,11 @@ CMapHeader::CMapHeader() : version(EMapFormat::SOD), height(72), width(72),
CMapHeader::~CMapHeader()
{
}
ui8 CMapHeader::levels() const
{
return (twoLevel ? 2 : 1);
}
CMap::CMap()
@ -246,15 +250,15 @@ CMap::~CMap()
{
if(terrain)
{
for (int i=0; i<width; i++)
for(int z = 0; z < levels(); z++)
{
for(int j=0; j<height; j++)
for(int x = 0; x < width; x++)
{
delete [] terrain[i][j];
delete [] guardingCreaturePositions[i][j];
delete[] terrain[z][x];
delete[] guardingCreaturePositions[z][x];
}
delete [] terrain[i];
delete [] guardingCreaturePositions[i];
delete[] terrain[z];
delete[] guardingCreaturePositions[z];
}
delete [] terrain;
delete [] guardingCreaturePositions;
@ -271,16 +275,16 @@ CMap::~CMap()
void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
{
for(int fx=0; fx<obj->getWidth(); ++fx)
const int zVal = obj->pos.z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
for(int fy=0; fy<obj->getHeight(); ++fy)
int xVal = obj->pos.x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int xVal = obj->pos.x - fx;
int yVal = obj->pos.y - fy;
int zVal = obj->pos.z;
if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
if(xVal>=0 && xVal < width && yVal>=0 && yVal < height)
{
TerrainTile & curt = terrain[xVal][yVal][zVal];
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(total || obj->visitableAt(xVal, yVal))
{
curt.visitableObjects -= obj;
@ -298,22 +302,22 @@ void CMap::removeBlockVisTiles(CGObjectInstance * obj, bool total)
void CMap::addBlockVisTiles(CGObjectInstance * obj)
{
for(int fx=0; fx<obj->getWidth(); ++fx)
const int zVal = obj->pos.z;
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
for(int fy=0; fy<obj->getHeight(); ++fy)
int xVal = obj->pos.x - fx;
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int xVal = obj->pos.x - fx;
int yVal = obj->pos.y - fy;
int zVal = obj->pos.z;
if(xVal>=0 && xVal<width && yVal>=0 && yVal<height)
if(xVal>=0 && xVal < width && yVal >= 0 && yVal < height)
{
TerrainTile & curt = terrain[xVal][yVal][zVal];
if( obj->visitableAt(xVal, yVal))
TerrainTile & curt = terrain[zVal][xVal][yVal];
if(obj->visitableAt(xVal, yVal))
{
curt.visitableObjects.push_back(obj);
curt.visitable = true;
}
if( obj->blockingAt(xVal, yVal))
if(obj->blockingAt(xVal, yVal))
{
curt.blockingObjects.push_back(obj);
curt.blocked = true;
@ -326,12 +330,14 @@ void CMap::addBlockVisTiles(CGObjectInstance * obj)
void CMap::calculateGuardingGreaturePositions()
{
int levels = twoLevel ? 2 : 1;
for (int i=0; i<width; i++)
for(int z = 0; z < levels; z++)
{
for(int j=0; j<height; j++)
for(int x = 0; x < width; x++)
{
for (int k = 0; k < levels; k++)
guardingCreaturePositions[i][j][k] = guardingCreaturePosition(int3(i,j,k));
for(int y = 0; y < height; y++)
{
guardingCreaturePositions[z][x][y] = guardingCreaturePosition(int3(x, y, z));
}
}
}
}
@ -389,13 +395,13 @@ bool CMap::isInTheMap(const int3 & pos) const
TerrainTile & CMap::getTile(const int3 & tile)
{
assert(isInTheMap(tile));
return terrain[tile.x][tile.y][tile.z];
return terrain[tile.z][tile.x][tile.y];
}
const TerrainTile & CMap::getTile(const int3 & tile) const
{
assert(isInTheMap(tile));
return terrain[tile.x][tile.y][tile.z];
return terrain[tile.z][tile.x][tile.y];
}
bool CMap::isWaterTile(const int3 &pos) const
@ -679,17 +685,17 @@ void CMap::removeObject(CGObjectInstance * obj)
void CMap::initTerrain()
{
int level = twoLevel ? 2 : 1;
terrain = new TerrainTile**[width];
guardingCreaturePositions = new int3**[width];
for (int i = 0; i < width; ++i)
int level = levels();
terrain = new TerrainTile**[level];
guardingCreaturePositions = new int3**[level];
for(int z = 0; z < level; ++z)
{
terrain[i] = new TerrainTile*[height];
guardingCreaturePositions[i] = new int3*[height];
for (int j = 0; j < height; ++j)
terrain[z] = new TerrainTile*[width];
guardingCreaturePositions[z] = new int3*[width];
for(int x = 0; x < width; ++x)
{
terrain[i][j] = new TerrainTile[level];
guardingCreaturePositions[i][j] = new int3[level];
terrain[z][x] = new TerrainTile[height];
guardingCreaturePositions[z][x] = new int3[height];
}
}
}

View File

@ -286,6 +286,8 @@ public:
CMapHeader();
virtual ~CMapHeader();
ui8 levels() const;
EMapFormat::EMapFormat version; /// The default value is EMapFormat::SOD.
si32 height; /// The default value is 72.
si32 width; /// The default value is 72.
@ -432,18 +434,18 @@ public:
h & questIdentifierToId;
//TODO: viccondetails
int level = twoLevel ? 2 : 1;
const int level = levels();
if(h.saving)
{
// Save terrain
for(int i = 0; i < width ; ++i)
for(int z = 0; z < level; ++z)
{
for(int j = 0; j < height ; ++j)
for(int x = 0; x < width; ++x)
{
for(int k = 0; k < level; ++k)
for(int y = 0; y < height; ++y)
{
h & terrain[i][j][k];
h & guardingCreaturePositions[i][j][k];
h & terrain[z][x][y];
h & guardingCreaturePositions[z][x][y];
}
}
}
@ -451,26 +453,27 @@ public:
else
{
// Load terrain
terrain = new TerrainTile**[width];
guardingCreaturePositions = new int3**[width];
for(int i = 0; i < width; ++i)
terrain = new TerrainTile**[level];
guardingCreaturePositions = new int3**[level];
for(int z = 0; z < level; ++z)
{
terrain[i] = new TerrainTile*[height];
guardingCreaturePositions[i] = new int3*[height];
for(int j = 0; j < height; ++j)
terrain[z] = new TerrainTile*[width];
guardingCreaturePositions[z] = new int3*[width];
for(int x = 0; x < width; ++x)
{
terrain[i][j] = new TerrainTile[level];
guardingCreaturePositions[i][j] = new int3[level];
terrain[z][x] = new TerrainTile[height];
guardingCreaturePositions[z][x] = new int3[height];
}
}
for(int i = 0; i < width ; ++i)
for(int z = 0; z < level; ++z)
{
for(int j = 0; j < height ; ++j)
for(int x = 0; x < width; ++x)
{
for(int k = 0; k < level; ++k)
for(int y = 0; y < height; ++y)
{
h & terrain[i][j][k];
h & guardingCreaturePositions[i][j][k];
h & terrain[z][x][y];
h & guardingCreaturePositions[z][x][y];
}
}
}

View File

@ -84,7 +84,7 @@ struct DLL_LINKAGE TerrainTile
ui8 terView;
std::string riverType;
ui8 riverDir;
std::string roadType;
std::string roadType; //TODO: switch to ui8
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect

View File

@ -923,18 +923,20 @@ void CMapLoaderH3M::readTerrain()
map->initTerrain();
// Read terrain
for(int a = 0; a < 2; ++a)
int3 pos;
for(pos.z = 0; pos.z < 2; ++pos.z)
{
if(a == 1 && !map->twoLevel)
if(pos.z == 1 && !map->twoLevel)
{
break;
}
for(int c = 0; c < map->width; c++)
//OH3 format is [z][y][x]
for(pos.y = 0; pos.y < map->height; pos.y++)
{
for(int z = 0; z < map->height; z++)
for(pos.x = 0; pos.x < map->width; pos.x++)
{
auto & tile = map->getTile(int3(z, c, a));
auto & tile = map->getTile(pos);
tile.terType = Terrain::createTerrainTypeH3M(reader.readUInt8());
tile.terView = reader.readUInt8();
tile.riverType = RIVER_NAMES[reader.readUInt8()];

View File

@ -162,8 +162,8 @@ std::string CMapGenerator::getMapDescription() const
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
randomSeed % map->map().width % map->map().height % (map->map().twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions.getPlayerCount()) %
", levels %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
randomSeed % map->map().width % map->map().height % map->map().levels() % static_cast<int>(mapGenOptions.getPlayerCount()) %
static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
monsterStrengthStr[monsterStrengthIndex]);

View File

@ -498,24 +498,24 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
zone->setPos(int3(total.x / size, total.y / size, total.z / size));
};
int levels = map.map().twoLevel ? 2 : 1;
int levels = map.map().levels();
/*
1. Create Voronoi diagram
2. find current center of mass for each zone. Move zone to that center to balance zones sizes
*/
for (int i = 0; i<width; i++)
int3 pos;
for(pos.z = 0; pos.z < levels; pos.z++)
{
for (int j = 0; j<height; j++)
for(pos.x = 0; pos.x < width; pos.x++)
{
for (int k = 0; k < levels; k++)
for(pos.y = 0; pos.y < height; pos.y++)
{
distances.clear();
int3 pos(i, j, k);
for (auto zone : zones)
for(auto zone : zones)
{
if (zone.second->getPos().z == k)
if (zone.second->getPos().z == pos.z)
distances.push_back(std::make_pair(zone.second, (float)pos.dist2dSQ(zone.second->getPos())));
else
distances.push_back(std::make_pair(zone.second, std::numeric_limits<float>::max()));
@ -533,17 +533,16 @@ void CZonePlacer::assignZones(CRandomGenerator * rand)
for (auto zone : zones)
zone.second->clearTiles(); //now populate them again
for (int i=0; i<width; i++)
for (pos.z = 0; pos.z < levels; pos.z++)
{
for(int j=0; j<height; j++)
for (pos.x = 0; pos.x < width; pos.x++)
{
for (int k = 0; k < levels; k++)
for (pos.y = 0; pos.y < height; pos.y++)
{
distances.clear();
int3 pos(i, j, k);
for (auto zone : zones)
{
if (zone.second->getPos().z == k)
if (zone.second->getPos().z == pos.z)
distances.push_back (std::make_pair(zone.second, metric(pos, zone.second->getPos())));
else
distances.push_back (std::make_pair(zone.second, std::numeric_limits<float>::max()));

View File

@ -175,46 +175,4 @@ void createObstaclesCommon2(RmgMap & map, CRandomGenerator & generator)
}
}
}
//tighten obstacles to improve visuals
/*for (int i = 0; i < 3; ++i)
{
int blockedTiles = 0;
int freeTiles = 0;
for (int z = 0; z < (map.map().twoLevel ? 2 : 1); z++)
{
for (int x = 0; x < map.map().width; x++)
{
for (int y = 0; y < map.map().height; y++)
{
int3 tile(x, y, z);
if (!map.isPossible(tile)) //only possible tiles can change
continue;
int blockedNeighbours = 0;
int freeNeighbours = 0;
map.foreach_neighbour(tile, [&map, &blockedNeighbours, &freeNeighbours](int3 &pos)
{
if (map.isBlocked(pos))
blockedNeighbours++;
if (map.isFree(pos))
freeNeighbours++;
});
if (blockedNeighbours > 4)
{
map.setOccupied(tile, ETileType::BLOCKED);
blockedTiles++;
}
else if (freeNeighbours > 4)
{
map.setOccupied(tile, ETileType::FREE);
freeTiles++;
}
}
}
}
logGlobal->trace("Set %d tiles to BLOCKED and %d tiles to FREE", blockedTiles, freeTiles);
}*/
}

View File

@ -39,29 +39,30 @@ public:
public:
MODIFICATOR(ObjectManager);
void process() override;
void init() override;
void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
void addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget);
bool createRequiredObjects();
int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const;
int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, OptimizeType optimizer) const;
rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const;
rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const;
CGCreature * chooseGuard(si32 strength, bool zoneGuard = false);
bool addGuard(rmg::Object & object, si32 strength, bool zoneGuard = false);
void placeObject(rmg::Object & object, bool guarded, bool updateDistance);
void updateDistances(const rmg::Object & obj);
void createDistancesPriorityQueue();
const rmg::Area & getVisitableArea() const;
std::vector<CGObjectInstance*> getMines() const;

View File

@ -73,8 +73,8 @@ void RmgMap::initTiles(CMapGenerator & generator)
{
mapInstance->initTerrain();
tiles.resize(boost::extents[mapInstance->width][mapInstance->height][mapInstance->twoLevel ? 2 : 1]);
zoneColouring.resize(boost::extents[mapInstance->width][mapInstance->height][mapInstance->twoLevel ? 2 : 1]);
tiles.resize(boost::extents[mapInstance->width][mapInstance->height][mapInstance->levels()]);
zoneColouring.resize(boost::extents[mapInstance->width][mapInstance->height][mapInstance->levels()]);
//init native town count with 0
for (auto faction : VLC->townh->getAllowedFactions())
@ -302,7 +302,7 @@ void RmgMap::dump(bool zoneId) const
{
static int id = 0;
std::ofstream out(boost::to_string(boost::format("zone_%d.txt") % id++));
int levels = mapInstance->twoLevel ? 2 : 1;
int levels = mapInstance->levels();
int width = mapInstance->width;
int height = mapInstance->height;
for (int k = 0; k < levels; k++)

View File

@ -369,16 +369,16 @@ void Modificator::dump()
{
std::ofstream out(boost::to_string(boost::format("seed_%d_modzone_%d_%s.txt") % generator.getRandomSeed() % zone.getId() % getName()));
auto & mapInstance = map.map();
int levels = mapInstance.twoLevel ? 2 : 1;
int levels = mapInstance.levels();
int width = mapInstance.width;
int height = mapInstance.height;
for (int k = 0; k < levels; k++)
for(int z = 0; z < levels; z++)
{
for(int j=0; j<height; j++)
{
for (int i=0; i<width; i++)
for(int i=0; i<width; i++)
{
out << dump(int3(i, j, k));
out << dump(int3(i, j, z));
}
out << std::endl;
}

View File

@ -560,6 +560,20 @@ public:
data = boost::optional<T>();
}
}
template <typename T>
void load(boost::multi_array<T, 3> & data)
{
ui32 length = readAndCheckLength();
ui32 x, y, z;
load(x);
load(y);
load(z);
data.resize(boost::extents[x][y][z]);
assert(length == data.num_elements()); //x*y*z should be equal to number of elements
for(ui32 i = 0; i < length; i++)
load(data.data()[i]);
}
};
class DLL_LINKAGE CLoadFile : public IBinaryReader

View File

@ -350,6 +350,18 @@ public:
save((ui8)0);
}
}
template <typename T>
void save(const boost::multi_array<T, 3> &data)
{
ui32 length = data.num_elements();
*this & length;
auto shape = data.shape();
ui32 x = shape[0], y = shape[1], z = shape[2];
*this & x & y & z;
for(ui32 i = 0; i < length; i++)
save(data.data()[i]);
}
};
class DLL_LINKAGE CSaveFile : public IBinaryWriter

View File

@ -571,7 +571,7 @@ ESpellCastResult ViewMechanics::applyAdventureEffects(SpellCastEnvironment * env
const auto spellLevel = parameters.caster->getSpellSchoolLevel(owner);
const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
const auto fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
for(const CGObjectInstance * obj : env->getMap()->objects)
{
@ -580,7 +580,7 @@ ESpellCastResult ViewMechanics::applyAdventureEffects(SpellCastEnvironment * env
{
ObjectPosInfo posInfo(obj);
if(fowMap[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
if((*fowMap)[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
pack.objectPositions.push_back(posInfo);
}
}

View File

@ -1993,12 +1993,14 @@ void CGameHandler::newTurn()
fw.mode = 1;
fw.player = player;
// find all hidden tiles
const auto & fow = getPlayerTeam(player)->fogOfWarMap;
for (size_t i=0; i<fow.size(); i++)
for (size_t j=0; j<fow.at(i).size(); j++)
for (size_t k=0; k<fow.at(i).at(j).size(); k++)
if (!fow.at(i).at(j).at(k))
fw.tiles.insert(int3((si32)i,(si32)j,(si32)k));
const auto fow = getPlayerTeam(player)->fogOfWarMap;
auto shape = fow->shape();
for(size_t z = 0; z < shape[0]; z++)
for(size_t x = 0; x < shape[1]; x++)
for(size_t y = 0; y < shape[2]; y++)
if (!(*fow)[z][x][y])
fw.tiles.insert(int3(x, y, z));
sendAndApply (&fw);
}
@ -7012,13 +7014,15 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
fc.mode = (cheat == "vcmieagles" ? 1 : 0);
fc.player = player;
const auto & fowMap = gs->getPlayerTeam(player)->fogOfWarMap;
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel ? 2 : 1)];
auto hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->levels())];
int lastUnc = 0;
for (int i = 0; i < gs->map->width; i++)
for (int j = 0; j < gs->map->height; j++)
for (int k = 0; k < (gs->map->twoLevel ? 2 : 1); k++)
if (!fowMap.at(i).at(j).at(k) || !fc.mode)
hlp_tab[lastUnc++] = int3(i, j, k);
for(int z = 0; z < gs->map->levels(); z++)
for(int x = 0; x < gs->map->width; x++)
for(int y = 0; y < gs->map->height; y++)
if(!(*fowMap)[z][x][y] || !fc.mode)
hlp_tab[lastUnc++] = int3(x, y, z);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
delete [] hlp_tab;
sendAndApply(&fc);