diff --git a/map.h b/map.h index 0d1ab38..32ae35f 100755 --- a/map.h +++ b/map.h @@ -55,10 +55,6 @@ namespace battleship{ void unload(); int getCellId(vb01::Vector3, int); bool isPointWithinTerrainObject(vb01::Vector3, int); - /* - vb01::Vector3 getCellPos(int, int); - bool isPointWithin(int, int, vb01::Vector3, vb01::Vector3, bool = false); - */ inline TerrainObject getTerrainObject(int i){return terrainObjects[i];} inline int getNumTerrainObjects(){return terrainObjects.size();} inline vb01::Node* getNodeParent(){return nodeParent;} @@ -71,7 +67,6 @@ namespace battleship{ Map(){} void loadSkybox(gameBase::LuaManager*); void loadTerrainObject(gameBase::LuaManager*, int); - //void loadWaterbodies(gameBase::LuaManager*); }; } diff --git a/unit.cpp b/unit.cpp index 32e61fe..b47a6c7 100755 --- a/unit.cpp +++ b/unit.cpp @@ -272,75 +272,6 @@ namespace battleship{ return projectiles; } - /* - void Unit::generateWeights(u32 **weights, int cellsByDim[3], Vector3 cellSize, int waterbodyId){ - Map *map = Map::getSingleton(); - u32 impassibleNodeVal = Pathfinder::getSingleton()->getImpassibleNodeVal(); - int size = cellsByDim[0] * cellsByDim[1] * cellsByDim[2]; - - bool terrainCellsImpassible[size]; - MeshData meshData = map->getTerrainObject(0).node->getChild(0)->getMesh(0)->getMeshBase(); - MeshData::Vertex *verts = meshData.vertices; - int numVerts = 3 * meshData.numTris; - - for(int i = 0; i < size; i++){ - for(int j = 0; j < numVerts; j++){ - bool pointWithin = map->isPointWithin(i, waterbodyId, verts[j].pos, cellSize, type == UnitType::UNDERWATER); - TerrainObject waterbody; - - if(waterbodyId != -1) - waterbody = map->getWaterBody(waterbodyId); - - bool impassibleForSeaUnits = (type == UnitType::SEA_LEVEL && pointWithin && waterbodyId != -1 && verts[j].pos.y > waterbody.pos.y); - bool impassibleForSubs = (type == UnitType::UNDERWATER && pointWithin && waterbodyId != -1); - bool impassibleForLandUnits = (type == UnitType::LAND && pointWithin && (waterbodyId != -1 && verts[j].pos.y < waterbody.pos.y)); - terrainCellsImpassible[i] = (impassibleForSeaUnits || impassibleForSubs || impassibleForLandUnits); - } - } - - int passVal = 1; - - for(int i = 0; i < size; i++){ - int xId = i % cellsByDim[0]; - int yId = i / (cellsByDim[0] * cellsByDim[2]); - int zId = (i / cellsByDim[0]) % cellsByDim[2]; - - for(int j = 0; j < size; j++){ - int weight = impassibleNodeVal; - bool adjacent = false; - - if(xId == 0 && j - i == 1) - adjacent = true; - else if(xId == cellsByDim[0] - 1 && j - i == -1) - adjacent = true; - else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1) - adjacent = true; - - if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2]) - adjacent = true; - else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2]) - adjacent = true; - else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2])) - adjacent = true; - - if(zId == 0 && j - i == cellsByDim[0]) - adjacent = true; - else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0]) - adjacent = true; - else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0]) - adjacent = true; - - if(i == j) - weight = 0; - - weight = (adjacent && !terrainCellsImpassible[j] ? passVal : impassibleNodeVal); - - weights[i][j] = weight; - } - } - } - */ - void Unit::addOrder(Order order){ int id = 0; Map *map = Map::getSingleton(); diff --git a/unit.h b/unit.h index 55824b9..2500302 100755 --- a/unit.h +++ b/unit.h @@ -86,7 +86,6 @@ namespace battleship{ inline vb01::Vector3 getLeftVec() {return leftVec;} inline vb01::Vector3 getUpVec() {return upVec;} private: - //void generateWeights(vb01::u32**, int[3], vb01::Vector3, int); void updateScreenCoordinates(); void displayUnitStats(); inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}