Accelerated roof destruction calculation.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9123 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-01 21:18:33 +00:00
parent 16057eaae5
commit 6cd7701b0e
+37 -26
View File
@@ -5877,7 +5877,7 @@ void SoldierDropThroughRoof( SOLDIERTYPE* pSoldier, INT32 sGridNo )
pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
}
gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo )
gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo, UINT8& arBestArmour )
{
gridnoarmourvector vec;
@@ -5891,12 +5891,14 @@ gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo )
if ( pStruct )
armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
arBestArmour = armour;
vec.push_back( std::make_pair( sGridNo, armour ) );
// starting from sGridNo, we inspect neighbouring gridnos to detect tiles of the same roof, and detect wether there is a wall below them
// if there is indeed a wall, note its armour level
// if we already intersected a roof by deleting roof tiles, this function will only detect the connected roof part
UINT32 cnt = 0;
while ( cnt < vec.size( ) )
{
@@ -5915,16 +5917,21 @@ gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo )
if ( !TileIsOutOfBounds( nextgridno ) && IsRoofPresentAtGridNo( nextgridno ) )
{
UINT8 armour = 0;
STRUCTURE* pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
armour = 0;
pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
if ( pStruct )
armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
gridnoarmourpair pair( nextgridno, armour );
if ( std::find( vec.begin( ), vec.end( ), pair ) == vec.end( ) )
if ( std::find( vec.begin(), vec.end(), pair ) == vec.end() )
{
vec.push_back( pair );
if ( arBestArmour < armour )
arBestArmour = armour;
}
}
}
}
@@ -5943,6 +5950,8 @@ gridnoarmournetworkmap GetConnectedRoofNetworks( gridnoarmourvector& arNetwork )
UINT16 networkcounter = 0;
UINT8 bestarmour = 0;
// at first, each nod is its own network. Ignore nodes that have already been destroyed (those that don't have a roof anymore)
for ( gridnoarmourvector::iterator it = networkcpy.begin( ); it != networkcpy.end( ); ++it )
{
@@ -5950,7 +5959,7 @@ gridnoarmournetworkmap GetConnectedRoofNetworks( gridnoarmourvector& arNetwork )
if ( IsRoofPresentAtGridNo( pair.first ) )
{
gridnoarmourvector vect = GetConnectedRoofGridnoArmours( pair.first );
gridnoarmourvector vect = GetConnectedRoofGridnoArmours( pair.first, bestarmour );
// delete all nodes further down in networkcpy that are also present in vect
for ( gridnoarmourvector::iterator tmpit = vect.begin( ); tmpit != vect.end( ); ++tmpit )
@@ -6193,34 +6202,30 @@ void HandleRoofDestruction( INT32 sGridNo, INT16 sDamage )
// only if there is significant damage done
if ( sDamage < 1 || !gGameExternalOptions.fRoofCollapse || TileIsOutOfBounds( sGridNo ) || !IsRoofPresentAtGridNo( sGridNo ) )
return;
gridnoarmourvector floorarmourvector = GetConnectedRoofGridnoArmours( sGridNo );
INT16 bestarmour = 0;
gridnoarmourvector::iterator itend = floorarmourvector.end( );
for ( gridnoarmourvector::iterator it = floorarmourvector.begin( ); it != itend; ++it )
bestarmour = max( bestarmour, (INT16)(*it).second );
UINT8 bestarmour = 0;
gridnoarmourvector floorarmourvector = GetConnectedRoofGridnoArmours( sGridNo, bestarmour );
// armour above 127 is deemed indestructable
if ( bestarmour >= 127 )
return;
// we can't do anything if damage is lower than armour in the first place
if ( sDamage <= bestarmour )
return;
ApplyMapChangesToMapTempFile( TRUE );
for ( gridnoarmourvector::iterator it = floorarmourvector.begin( ); it != itend; ++it )
for ( gridnoarmourvector::iterator it = floorarmourvector.begin( ), itend = floorarmourvector.end(); it != itend; ++it )
{
INT32 sNewGridno = (*it).first;
INT16 distance = PythSpacesAway( sGridNo, sNewGridno );
// for formula reasons, distance is at least 1
distance = max( distance, 1);
INT16 distance = max( 1, PythSpacesAway( sGridNo, ( *it ).first ) );
// only remove tile if enough damage has been done
// it might be necessary to tweak the damage formula here
if ( sDamage > distance * bestarmour )
{
if ( DamageRoof( sNewGridno, sDamage - distance * bestarmour ) )
if ( DamageRoof( ( *it ).first, sDamage - distance * bestarmour ) )
(*it).second = 0;
}
}
@@ -6229,8 +6234,7 @@ void HandleRoofDestruction( INT32 sGridNo, INT16 sDamage )
gridnoarmournetworkmap roofnetworkmap = GetConnectedRoofNetworks( floorarmourvector );
// for each remaining node, determine the distance to the closest node with a wall-connection inside the remaining network. If the distance is high enough, the roof will come down
gridnoarmournetworkmap::iterator roofnetworkitend = roofnetworkmap.end( );
for ( gridnoarmournetworkmap::iterator roofnetworkit = roofnetworkmap.begin( ); roofnetworkit != roofnetworkitend; ++roofnetworkit )
for ( gridnoarmournetworkmap::iterator roofnetworkit = roofnetworkmap.begin( ), roofnetworkitend = roofnetworkmap.end(); roofnetworkit != roofnetworkitend; ++roofnetworkit )
{
gridnoarmourvector roofnetwork = (*roofnetworkit).second;
@@ -6242,7 +6246,7 @@ void HandleRoofDestruction( INT32 sGridNo, INT16 sDamage )
{
gridnoarmourvector roofarmoursharednetwork = GetArmourSharedRoofNetwork( roofnetwork );
for ( gridnoarmourvector::iterator it = roofarmoursharednetwork.begin( ); it != roofarmoursharednetwork.end( ); ++it )
for ( gridnoarmourvector::iterator it = roofarmoursharednetwork.begin( ), itend = roofarmoursharednetwork.end(); it != itend; ++it )
{
gridnoarmourpair pair = (*it);
@@ -6264,14 +6268,21 @@ void HandleRoofDestruction( INT32 sGridNo, INT16 sDamage )
else
{
// for now, determine the best armour for each remaining network, and collapse it if there is no armour - and thus no wall connection - left
// this means that if ANY armour is found, we won't collapse this network, so we can stop the search for better armour
bestarmour = 0;
for ( gridnoarmourvector::iterator it = roofnetwork.begin( ); it != roofnetwork.end( ); ++it )
bestarmour = max( bestarmour, (*it).second );
for ( gridnoarmourvector::iterator it = roofnetwork.begin(), itend = roofnetwork.end(); it != itend; ++it )
{
if ( ( *it ).second > 0 )
{
bestarmour = ( *it ).second;
break;
}
}
// if a network has no wall connection at all, collapse the entire thing
if ( bestarmour < 1 )
{
for ( gridnoarmourvector::iterator it = roofnetwork.begin( ); it != roofnetwork.end( ); ++it )
for ( gridnoarmourvector::iterator it = roofnetwork.begin( ), itend = roofnetwork.end(); it != itend; ++it )
{
if ( DamageRoof( (*it).first, 255 ) )
(*it).second = 0;