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cleanup white-space & includes (no logic changed)
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hoijui committed Sep 8, 2010
1 parent 6b56490 commit 32c0407
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Showing 2 changed files with 53 additions and 44 deletions.
36 changes: 19 additions & 17 deletions rts/Game/GameHelper.cpp
Expand Up @@ -54,9 +54,9 @@ CGameHelper::~CGameHelper()
{
delete stdExplosionGenerator;

for(int a=0;a<128;++a){
std::list<WaitingDamage*>* wd=&waitingDamages[a];
while(!wd->empty()){
for (int a = 0; a < 128; ++a) {
std::list<WaitingDamage*>* wd = &waitingDamages[a];
while (!wd->empty()) {
delete wd->back();
wd->pop_back();
}
Expand Down Expand Up @@ -131,9 +131,9 @@ void CGameHelper::DoExplosionDamage(CUnit* unit,
DamageArray damageDone = damages * mod2;
float3 addedImpulse = dif * (damages.impulseFactor * mod * (damages[0] + damages.impulseBoost) * 3.2f);

if (expDist2 < (expSpeed * 4.0f)) { //damage directly
if (expDist2 < (expSpeed * 4.0f)) { // damage directly
unit->DoDamage(damageDone, owner, addedImpulse, weaponId);
} else { //damage later
} else { // damage later
WaitingDamage* wd = new WaitingDamage((owner? owner->id: -1), unit->id, damageDone, addedImpulse, weaponId);
waitingDamages[(gs->frameNum + int(expDist2 / expSpeed) - 3) & 127].push_front(wd);
}
Expand Down Expand Up @@ -276,7 +276,7 @@ void CGameHelper::Explosion(
// called by {CRifle, CBeamLaser, CLightningCannon}::Fire()
float CGameHelper::TraceRay(const float3& start, const float3& dir, float length, float /*power*/,
const CUnit* owner, const CUnit*& hit, int collisionFlags,
const CFeature** hitfeature)
const CFeature** hitFeature)
{
const bool ignoreAllies = !!(collisionFlags & COLLISION_NOFRIENDLY);
const bool ignoreFeatures = !!(collisionFlags & COLLISION_NOFEATURE);
Expand All @@ -291,8 +291,9 @@ float CGameHelper::TraceRay(const float3& start, const float3& dir, float length

//! feature intersection
if (!ignoreFeatures) {
if (hitfeature)
*hitfeature = 0;
if (hitFeature) {
*hitFeature = NULL;
}

for (vector<int>::const_iterator qi = quads.begin(); qi != quads.end(); ++qi) {
const CQuadField::Quad& quad = qf->GetQuad(*qi);
Expand All @@ -312,8 +313,9 @@ float CGameHelper::TraceRay(const float3& start, const float3& dir, float length
//! we want the closest feature (intersection point) on the ray
if (lenSq < lengthSq) {
lengthSq = lenSq;
if(hitfeature)
*hitfeature = f;
if (hitFeature) {
*hitFeature = f;
}
}
}
}
Expand Down Expand Up @@ -1137,17 +1139,17 @@ static const vector<SearchOffset>& GetSearchOffsetTable (int radius)
if (size > searchOffsets.size()) {
searchOffsets.resize (size);

for (int y=0;y<radius*2;y++)
for (int x=0;x<radius*2;x++)
for (int y = 0; y < radius*2; y++)
for (int x = 0; x < radius*2; x++)
{
SearchOffset& i = searchOffsets[y*radius*2+x];
SearchOffset& i = searchOffsets[y*radius*2 + x];

i.dx = x-radius;
i.dy = y-radius;
i.qdist = i.dx*i.dx+i.dy*i.dy;
i.dx = x - radius;
i.dy = y - radius;
i.qdist = i.dx*i.dx + i.dy*i.dy;
}

std::sort (searchOffsets.begin(), searchOffsets.end(), SearchOffsetComparator);
std::sort(searchOffsets.begin(), searchOffsets.end(), SearchOffsetComparator);
}

return searchOffsets;
Expand Down
61 changes: 34 additions & 27 deletions rts/Game/GameHelper.h
Expand Up @@ -6,30 +6,31 @@
#include <list>
#include <map>
#include <vector>
#include "Object.h"

#include "Sim/Misc/DamageArray.h"
#include "System/float3.h"
#include "System/MemPool.h"

class CGame;
class CUnit;
class CWeapon;
class CSolidObject;
class CFeature;
class CMobileCAI;

struct UnitDef;
#include "Sim/Misc/DamageArray.h"
#include "MemPool.h"
#include "Sim/Units/UnitDef.h"

struct BuildInfo;
class CExplosionGenerator;

class CGameHelper
{
public:
CGameHelper();
~CGameHelper();

bool TestAllyCone(const float3& from, const float3& dir, float length, float spread, int allyteam, CUnit* owner);
bool TestNeutralCone(const float3& from, const float3& dir, float length, float spread, CUnit* owner);
bool TestTrajectoryAllyCone(const float3 &from, const float3& flatdir, float length, float linear, float quadratic, float spread, float baseSize, int allyteam, CUnit* owner);
bool TestTrajectoryNeutralCone(const float3 &from, const float3& flatdir, float length, float linear, float quadratic, float spread, float baseSize, CUnit* owner);
bool TestTrajectoryAllyCone(const float3& from, const float3& flatdir, float length, float linear, float quadratic, float spread, float baseSize, int allyteam, CUnit* owner);
bool TestTrajectoryNeutralCone(const float3& from, const float3& flatdir, float length, float linear, float quadratic, float spread, float baseSize, CUnit* owner);

void GetEnemyUnits(const float3& pos, float searchRadius, int searchAllyteam, std::vector<int>& found);
void GetEnemyUnitsNoLosTest(const float3& pos, float searchRadius, int searchAllyteam, std::vector<int>& found);
Expand All @@ -41,28 +42,25 @@ class CGameHelper
CUnit* GetClosestEnemyAircraft(const float3& pos, float searchRadius, int searchAllyteam);

void GenerateWeaponTargets(const CWeapon* attacker, CUnit* lastTarget, std::multimap<float, CUnit*>& targets);
float TraceRay(const float3& start,const float3& dir,float length,float power,const CUnit* owner,const CUnit*& hit,int collisionFlags=0,const CFeature** hitfeature=0);
float GuiTraceRay(const float3& start,const float3& dir,float length,const CUnit*& hit,bool useRadar,const CUnit* exclude=NULL);
float GuiTraceRayFeature(const float3& start, const float3& dir, float length,const CFeature*& feature);

void DoExplosionDamage(CUnit*, const float3&, float, float, bool, CUnit*, float, const DamageArray&, int);
void DoExplosionDamage(CFeature*, const float3&, float, CUnit*, const DamageArray&);
void Explosion(float3 pos, const DamageArray& damages,float radius, float edgeEffectiveness, float explosionSpeed,
CUnit* owner,bool damageGround,float gfxMod,bool ignoreOwner,bool impactOnly,
CExplosionGenerator *explosionGraphics,CUnit *hit, const float3 &impactDir, int weaponId,
CFeature* hitfeature=0);

float TraceRayTeam(const float3& start,const float3& dir,float length, CUnit*& hit,bool useRadar,CUnit* exclude,int allyteam);
void BuggerOff(float3 pos, float radius, bool spherical = true, CUnit* exclude = 0);
float TraceRay(const float3& start, const float3& dir, float length, float power, const CUnit* owner, const CUnit*& hit, int collisionFlags = 0, const CFeature** hitFeature = NULL);
float GuiTraceRay(const float3& start, const float3& dir, float length, const CUnit*& hit, bool useRadar, const CUnit* exclude = NULL);
float GuiTraceRayFeature(const float3& start, const float3& dir, float length, const CFeature*& feature);

void DoExplosionDamage(CUnit* unit, const float3& expPos, float expRad, float expSpeed, bool ignoreOwner, CUnit* owner, float edgeEffectiveness, const DamageArray& damages, int weaponId);
void DoExplosionDamage(CFeature* feature, const float3& expPos, float expRad, CUnit* owner, const DamageArray& damages);
void Explosion(float3 pos, const DamageArray& damages, float radius, float edgeEffectiveness, float explosionSpeed, CUnit* owner, bool damageGround, float gfxMod, bool ignoreOwner, bool impactOnly, CExplosionGenerator* explosionGraphics, CUnit* hit, const float3& impactDir, int weaponId, CFeature* hitfeature = NULL);

float TraceRayTeam(const float3& start, const float3& dir, float length, CUnit*& hit, bool useRadar, CUnit* exclude, int allyteam);
void BuggerOff(float3 pos, float radius, bool spherical = true, CUnit* exclude = NULL);
float3 Pos2BuildPos(const BuildInfo& buildInfo);
float3 Pos2BuildPos(const float3& pos, const UnitDef* ud);
/**
* @param minDist messured in 1/(SQUARE_SIZE * 2) = 1/16 of full map resolution.
*/
float3 ClosestBuildSite(int team, const UnitDef* unitDef, float3 pos, float searchRadius, int minDist, int facing = 0);
void Update(void);
void Update();

bool LineFeatureCol(const float3& start, const float3& dir,float length);
bool LineFeatureCol(const float3& start, const float3& dir, float length);

//get the position of a unit + eventuall error due to lack of los
float3 GetUnitErrorPos(const CUnit* unit, int allyteam);
Expand All @@ -72,10 +70,14 @@ class CGameHelper

struct WaitingDamage{
#if !defined(SYNCIFY) && !defined(USE_MMGR)
inline void* operator new(size_t size){return mempool.Alloc(size);};
inline void operator delete(void* p,size_t size){mempool.Free(p,size);};
inline void* operator new(size_t size) {
return mempool.Alloc(size);
};
inline void operator delete(void* p, size_t size) {
mempool.Free(p, size);
};
#endif
WaitingDamage(int attacker,int target,const DamageArray& damage,const float3& impulse, const int weaponId)
WaitingDamage(int attacker, int target, const DamageArray& damage, const float3& impulse, const int weaponId)
: target(target),
attacker(attacker),
weaponId(weaponId),
Expand All @@ -90,7 +92,12 @@ class CGameHelper
float3 impulse;
};

std::list<WaitingDamage*> waitingDamages[128]; //probably a symptom of some other problems but im getting paranoid about putting whole classes into high trafic stl containers instead of pointers to them
/**
* probably a symptom of some other problems,
* but im getting paranoid about putting whole classes
* into high trafic STL containers instead of pointers to them
*/
std::list<WaitingDamage*> waitingDamages[128];

private:
bool TestConeHelper(const float3& from, const float3& dir, float length, float spread, const CUnit* u);
Expand Down

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