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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +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
44 changed files with 502 additions and 1015 deletions

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);
}
}