From 32c040732320d5fed2691b0640d44cb4c9427f29 Mon Sep 17 00:00:00 2001 From: hoijui Date: Wed, 8 Sep 2010 20:31:43 +0200 Subject: [PATCH] cleanup white-space & includes (no logic changed) --- rts/Game/GameHelper.cpp | 36 ++++++++++++------------ rts/Game/GameHelper.h | 61 +++++++++++++++++++++++------------------ 2 files changed, 53 insertions(+), 44 deletions(-) diff --git a/rts/Game/GameHelper.cpp b/rts/Game/GameHelper.cpp index 9595481ee1f..01b63773aee 100644 --- a/rts/Game/GameHelper.cpp +++ b/rts/Game/GameHelper.cpp @@ -54,9 +54,9 @@ CGameHelper::~CGameHelper() { delete stdExplosionGenerator; - for(int a=0;a<128;++a){ - std::list* wd=&waitingDamages[a]; - while(!wd->empty()){ + for (int a = 0; a < 128; ++a) { + std::list* wd = &waitingDamages[a]; + while (!wd->empty()) { delete wd->back(); wd->pop_back(); } @@ -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); } @@ -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); @@ -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::const_iterator qi = quads.begin(); qi != quads.end(); ++qi) { const CQuadField::Quad& quad = qf->GetQuad(*qi); @@ -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; + } } } } @@ -1137,17 +1139,17 @@ static const vector& GetSearchOffsetTable (int radius) if (size > searchOffsets.size()) { searchOffsets.resize (size); - for (int y=0;y #include #include -#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 @@ -26,10 +26,11 @@ 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& found); void GetEnemyUnitsNoLosTest(const float3& pos, float searchRadius, int searchAllyteam, std::vector& found); @@ -41,28 +42,25 @@ class CGameHelper CUnit* GetClosestEnemyAircraft(const float3& pos, float searchRadius, int searchAllyteam); void GenerateWeaponTargets(const CWeapon* attacker, CUnit* lastTarget, std::multimap& 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); @@ -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), @@ -90,7 +92,12 @@ class CGameHelper float3 impulse; }; - std::list 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 waitingDamages[128]; private: bool TestConeHelper(const float3& from, const float3& dir, float length, float spread, const CUnit* u);