Open ooxi opened 12 years ago
Appended patch by fedoseev.sergey@gmail.com
Index: system/utility/Templates.h
===================================================================
--- system/utility/Templates.h (revision 284)
+++ system/utility/Templates.h (working copy)
@@ -1,6 +1,17 @@
#ifndef TEMPLATES_H_
#define TEMPLATES_H_
+#include <set>
+#include <map>
+
+template<typename T> void clearSet(std::set<T>* set) {
+ typename std::set<T>::const_iterator i;
+ for (i = set->begin(); i != set->end(); ++i) {
+ delete *i;
+ }
+ set->clear();
+}
+
template<typename T1, typename T2> void clearMap(std::map<T1, T2>* map) {
typename std::map<T1, T2>::const_iterator i;
for (i = map->begin(); i != map->end(); ++i) {
Index: program.cpp
===================================================================
--- program.cpp (revision 284)
+++ program.cpp (working copy)
@@ -90,7 +90,7 @@
Terrain* terrain;
GameState* gameState;
-string playerId;
+LifeForm* playerId;
map<string, Window*> windows;
@@ -162,8 +162,7 @@
break;
}
- gameState->lifeForms.insert(map<string, LifeForm*>::value_type(
- newMonster->Id, newMonster));
+ gameState->lifeForms.insert(newMonster);
}
// The beginning of new game in selected mode
@@ -197,10 +196,9 @@
player->setWeapon(weaponManager->getWeaponByName("PM"));
player->HitR = 0.28f;
- gameState->lifeForms.insert(map<string, LifeForm*>::value_type(player->Id,
- player));
+ gameState->lifeForms.insert(player);
- playerId = player->Id;
+ playerId = player;
hud->addMessage(_("Try to survive as long as you can."));
hud->addMessage(
@@ -1493,43 +1491,43 @@
// AI
// Check if current target exist and is in range
- if (enemy->targetId.compare("ambient") != 0) {
+ if (enemy->targetId != NULL) {
LifeForm* targetLifeForm = gameState->getLifeForm(enemy->targetId);
if (targetLifeForm == NULL)
- enemy->targetId = "ambient";
+ enemy->targetId = NULL;
else if (targetLifeForm->State != LIFEFORM_STATE_ALIVE)
- enemy->targetId = "ambient";
+ enemy->targetId = NULL;
else {
float range = sqrt(pow(-enemy->X + targetLifeForm->X, 2) + pow(
enemy->Y - targetLifeForm->Y, 2));
if (range > 800)
- enemy->targetId = "ambient";
+ enemy->targetId = NULL;
}
}
// Check for new targets in range
- if (enemy->targetId.compare("ambient") == 0) {
+ if (enemy->targetId == NULL) {
if (!gameState->lifeForms.empty()) {
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = gameState->lifeForms.begin(); iter
!= gameState->lifeForms.end(); ++iter) {
- LifeForm* lifeForm = iter->second;
+ LifeForm* lifeForm = *iter;
float range = sqrt(pow(-enemy->X + lifeForm->X, 2) + pow(
enemy->Y - lifeForm->Y, 2));
if (range < 800 && lifeForm->State == LIFEFORM_STATE_ALIVE
&& lifeForm->Type == LIFEFORM_PLAYER) {
- enemy->targetId = lifeForm->Id;
+ enemy->targetId = lifeForm;
break;
}
}
}
}
- if (enemy->targetId.compare("ambient") == 0) {
+ if (enemy->targetId == NULL) {
// Hang around
float range = sqrt(pow(-enemy->X + enemy->TargetX, 2) + pow(enemy->Y
@@ -1899,10 +1897,10 @@
}
if (!gameState->lifeForms.empty()) {
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = gameState->lifeForms.begin(); iter
!= gameState->lifeForms.end(); ++iter) {
- LifeForm* lifeForm = iter->second;
+ LifeForm* lifeForm = *iter;
if (lifeForm->Type == LIFEFORM_PLAYER) {
if (!gameState->Lost) {
@@ -1930,7 +1928,7 @@
if (lifeForm->Type == LIFEFORM_MONSTER) {
delete lifeForm;
- gameState->lifeForms.erase(iter->first);
+ gameState->lifeForms.erase(*iter);
}
}
}
@@ -2052,10 +2050,10 @@
if (gameState->bullets[i]->isActive()
&& !gameState->lifeForms.empty()) {
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = gameState->lifeForms.begin(); iter
!= gameState->lifeForms.end(); ++iter) {
- LifeForm* lf = iter->second;
+ LifeForm* lf = *iter;
if (lf->Type == LIFEFORM_PLAYER || lf->State
!= LIFEFORM_STATE_ALIVE)
@@ -2186,10 +2184,10 @@
case BONUS_FREEZE: {
hud->addMessage(_("All have been frozen around you."));
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = gameState->lifeForms.begin(); iter
!= gameState->lifeForms.end(); ++iter) {
- LifeForm* lf = iter->second;
+ LifeForm* lf = *iter;
if (lf->Type == LIFEFORM_PLAYER || lf->State
!= LIFEFORM_STATE_ALIVE)
@@ -2383,10 +2381,10 @@
gameState->powerups[i]->draw(false, false);
}
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = gameState->lifeForms.begin(); iter
!= gameState->lifeForms.end(); ++iter) {
- LifeForm* lifeForm = iter->second;
+ LifeForm* lifeForm = *iter;
if (lifeForm->getLeft() < cam->X + cam->getHalfW()
&& lifeForm->getRight() > cam->X - cam->getHalfW()
Index: game/lifeforms/LifeForm.cpp
===================================================================
--- game/lifeforms/LifeForm.cpp (revision 284)
+++ game/lifeforms/LifeForm.cpp (working copy)
@@ -17,8 +17,6 @@
t = static_cast<unsigned long> (time(NULL));
#endif //linux || __FreeBSD__ || __APPLE__
char buf[30];
- sprintf(buf, "%09i-%09li", (rand() % 999999999), t);
- Id = buf;
Strength = 1.0f;
Agility = 1.0f;
Vitality = 1.0f;
Index: game/lifeforms/Monster.cpp
===================================================================
--- game/lifeforms/Monster.cpp (revision 284)
+++ game/lifeforms/Monster.cpp (working copy)
@@ -5,7 +5,6 @@
violetland::Monster::Monster(MonsterTemplate* base, int lvl) :
LifeForm(0, 0, 128, 128) {
- Id = "10-" + Id;
Base = base;
Level = lvl;
@@ -53,7 +52,7 @@
m_bleedDelay = 0;
m_bleedCount = 0;
Angry = false;
- targetId = "ambient";
+ targetId = NULL;
Type = LIFEFORM_MONSTER;
}
Index: game/lifeforms/LifeForm.h
===================================================================
--- game/lifeforms/LifeForm.h (revision 284)
+++ game/lifeforms/LifeForm.h (working copy)
@@ -38,7 +38,6 @@
void move(float direction, int deltaTime);
- std::string Id;
std::string Name;
int Level;
float Strength;
Index: game/lifeforms/Monster.h
===================================================================
--- game/lifeforms/Monster.h (revision 284)
+++ game/lifeforms/Monster.h (working copy)
@@ -28,7 +28,7 @@
void destroy();
~Monster();
bool Angry;
- string targetId;
+ LifeForm* targetId;
MonsterTemplate* Base;
};
}
Index: game/lifeforms/Player.cpp
===================================================================
--- game/lifeforms/Player.cpp (revision 284)
+++ game/lifeforms/Player.cpp (working copy)
@@ -5,7 +5,6 @@
violetland::Player::Player() :
LifeForm(0, 0, 128, 128) {
- Id = "20-" + Id;
Empty = true;
Xp = 0;
LastLevelXp = 0;
@@ -113,7 +112,7 @@
bullet->Angle = AccuracyDeviation < 1 ? m_arms->Angle
: m_arms->Angle + (rand() % (int) (AccuracyDeviation * 2))
- AccuracyDeviation;
- bullet->OwnerId = Id;
+ bullet->OwnerId = this;
}
if (m_weapon->BulletsAtOnce > 1)
Index: game/GameState.cpp
===================================================================
--- game/GameState.cpp (revision 284)
+++ game/GameState.cpp (working copy)
@@ -40,11 +40,9 @@
Works = false;
}
-violetland::LifeForm* violetland::GameState::getLifeForm(string id) {
- if (lifeForms.count(id) > 0)
- return lifeForms.find(id)->second;
- else
- return NULL;
+violetland::LifeForm* violetland::GameState::getLifeForm(LifeForm* id) {
+ set<LifeForm*>::iterator it = lifeForms.find(id);
+ return it == lifeForms.end() ? NULL : *it;
}
vector<violetland::Blood> violetland::GameState::processExplosion(float x,
@@ -54,9 +52,9 @@
if (lifeForms.empty())
return vBlood;
- map<string, LifeForm*>::const_iterator iter;
+ set<LifeForm*>::const_iterator iter;
for (iter = lifeForms.begin(); iter != lifeForms.end(); ++iter) {
- LifeForm* lifeForm = iter->second;
+ LifeForm* lifeForm = *iter;
if (lifeForm->Type == LIFEFORM_PLAYER && !affectPlayer)
continue;
@@ -99,7 +97,7 @@
}
void violetland::GameState::reset() {
- clearMap<string, LifeForm*> (&lifeForms);
+ clearSet<LifeForm*> (&lifeForms);
clearVector<Powerup*> (&powerups);
clearVector<Bullet*> (&bullets);
}
Index: game/GameState.h
===================================================================
--- game/GameState.h (revision 284)
+++ game/GameState.h (working copy)
@@ -2,7 +2,7 @@
#define GAMESTATE_H_
#include <string>
-#include <map>
+#include <set>
#include <vector>
#include "../system/utility/Templates.h"
#include "Terrain.h"
@@ -31,7 +31,7 @@
float range, bool affectPlayer);
void reset();
void process(int deltaTime);
- LifeForm* getLifeForm(string id);
+ LifeForm* getLifeForm(LifeForm*);
~GameState();
GameMode Mode;
@@ -46,7 +46,7 @@
int Time;
int GameAreaSize;
- map<string, LifeForm*> lifeForms;
+ set<LifeForm*> lifeForms;
vector<Powerup*> powerups;
vector<Bullet*> bullets;
};
Index: game/bullets/Bullet.h
===================================================================
--- game/bullets/Bullet.h (revision 284)
+++ game/bullets/Bullet.h (working copy)
@@ -1,8 +1,8 @@
#ifndef BULLET_H_
#define BULLET_H_
-#include <string>
#include "../../system/Object.h"
+#include "../lifeforms/LifeForm.h"
class Bullet: public Object {
protected:
@@ -24,7 +24,7 @@
float Damage;
float MaxRange;
Bullet::BulletType Type;
- std::string OwnerId;
+ violetland::LifeForm* OwnerId;
bool Poisoned;
bool BigCalibre;
This is Issue 46 moved from a Google Code project. Added by 2011-03-26T18:36:42.000Z by fedoseev...@gmail.com. Please review that bug for more context and additional comments, but update this bug.
Original labels: Type-Defect, Priority-Medium
Original description