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int3 dist2d microoptimization
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@ -744,23 +744,26 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
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if (h->getSpellSchoolLevel(CGI->spellh->objects[spell]) < 2) //not advanced or expert - teleport to nearest available city
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if (h->getSpellSchoolLevel(CGI->spellh->objects[spell]) < 2) //not advanced or expert - teleport to nearest available city
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{
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{
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int nearest = -1; //nearest town's ID
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auto nearest = Towns.cbegin(); //nearest town's iterator
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double dist = -1;
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si32 dist = LOCPLINT->cb->getTown((*nearest)->id)->pos.dist2dSQ(h->pos);
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for (int g=0; g<Towns.size(); ++g)
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for (auto i = nearest + 1; i != Towns.cend(); ++i)
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{
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{
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const CGTownInstance * dest = LOCPLINT->cb->getTown(Towns[g]->id);
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const CGTownInstance * dest = LOCPLINT->cb->getTown((*i)->id);
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double curDist = dest->pos.dist2d(h->pos);
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si32 curDist = dest->pos.dist2dSQ(h->pos);
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if (nearest == -1 || curDist < dist)
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if (curDist < dist)
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{
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{
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nearest = g;
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nearest = i;
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dist = curDist;
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dist = curDist;
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}
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}
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}
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}
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if ( Towns[nearest]->visitingHero )
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if ((*nearest)->visitingHero)
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[123]);
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[123]);
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else
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else
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{
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{
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const CGTownInstance * town = LOCPLINT->cb->getTown(Towns[nearest]->id);
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const CGTownInstance * town = LOCPLINT->cb->getTown((*nearest)->id);
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LOCPLINT->cb->castSpell(h, spell, town->visitablePos());// - town->getVisitableOffset());
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LOCPLINT->cb->castSpell(h, spell, town->visitablePos());// - town->getVisitableOffset());
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}
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}
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}
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}
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@ -1032,7 +1032,7 @@ void CGameState::initGrailPosition()
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&& !t.visitable
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&& !t.visitable
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&& t.terType != ETerrainType::WATER
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&& t.terType != ETerrainType::WATER
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&& t.terType != ETerrainType::ROCK
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&& t.terType != ETerrainType::ROCK
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&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
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&& map->grailPos.dist2dSQ(int3(i, j, k)) <= (map->grailRadious * map->grailRadious))
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allowedPos.push_back(int3(i,j,k));
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allowedPos.push_back(int3(i,j,k));
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}
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}
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}
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}
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@ -4173,13 +4173,13 @@ void CGTeleport::postInit() //matches subterranean gates into pairs
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const CGObjectInstance *cur = gatesSplit[0][i];
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const CGObjectInstance *cur = gatesSplit[0][i];
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//find nearest underground exit
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//find nearest underground exit
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std::pair<int,double> best(-1,150000); //pair<pos_in_vector, distance>
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std::pair<int, si32> best(-1, 0x7FFFFFFF); //pair<pos_in_vector, distance^2>
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for(int j = 0; j < gatesSplit[1].size(); j++)
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for(int j = 0; j < gatesSplit[1].size(); j++)
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{
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{
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const CGObjectInstance *checked = gatesSplit[1][j];
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const CGObjectInstance *checked = gatesSplit[1][j];
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if(!checked)
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if(!checked)
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continue;
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continue;
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double hlp = checked->pos.dist2d(cur->pos);
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si32 hlp = checked->pos.dist2dSQ(cur->pos);
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if(hlp < best.second)
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if(hlp < best.second)
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{
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{
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best.first = j;
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best.first = j;
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@ -4193,10 +4193,8 @@ void CGTeleport::postInit() //matches subterranean gates into pairs
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gatesSplit[1][best.first] = nullptr;
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gatesSplit[1][best.first] = nullptr;
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}
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}
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else
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else
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{
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gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));
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gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));
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}
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}
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}
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objs.erase(Obj::SUBTERRANEAN_GATE);
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objs.erase(Obj::SUBTERRANEAN_GATE);
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}
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}
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@ -424,7 +424,7 @@ const CGObjectInstance * CMap::getObjectiveObjectFrom(int3 pos, Obj::EObj type)
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bestMatch = object;
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bestMatch = object;
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else
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else
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{
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{
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if (object->pos.dist2d(pos) < bestMatch->pos.dist2d(pos))
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if (object->pos.dist2dSQ(pos) < bestMatch->pos.dist2dSQ(pos))
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bestMatch = object;// closer than one we already found
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bestMatch = object;// closer than one we already found
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}
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}
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}
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}
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@ -5592,11 +5592,11 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
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if (h->getSpellSchoolLevel(s) < 2)
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if (h->getSpellSchoolLevel(s) < 2)
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{
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{
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double dist = town->pos.dist2d(h->pos);
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si32 dist = town->pos.dist2dSQ(h->pos);
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ObjectInstanceID nearest = town->id; //nearest town's ID
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ObjectInstanceID nearest = town->id; //nearest town's ID
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for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
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for(const CGTownInstance * currTown : gs->getPlayer(h->tempOwner)->towns)
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{
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{
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double curDist = currTown->pos.dist2d(h->pos);
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si32 curDist = currTown->pos.dist2dSQ(h->pos);
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if (nearest == ObjectInstanceID() || curDist < dist)
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if (nearest == ObjectInstanceID() || curDist < dist)
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{
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{
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nearest = town->id;
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nearest = town->id;
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