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@@ -1397,22 +1397,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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BOOST_FOREACH(CGObjectInstance *obj, map->objects)
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{
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if(obj->tempOwner != k->first) continue; //not a flagged object
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- /*
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- int3 objCenter = obj->getSightCenter();
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- int radious = obj->getSightRadious();
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- if (radious == -1) //maybe better handle it via getTilesInRange as below?
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- radious = map->width + map->height;
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- for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
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- {
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- for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
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- {
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- double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
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- if(distance <= radious)
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- k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
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- }
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- }
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- */
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std::set<int3> tiles;
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obj->getSightTiles(tiles);
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BOOST_FOREACH(int3 tile, tiles)
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@@ -1421,20 +1406,6 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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- //for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
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- //{
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- // for(int yd=0; yd<map->height; ++yd)
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- // {
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- // for(int ch=0; ch<k->second.heroes.size(); ++ch)
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- // {
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- // int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
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- // int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
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- // if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
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- // k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
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- // }
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- // }
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- //}
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-
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//starting bonus
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if(si->playerInfos[k->second.serial].bonus==brandom)
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si->playerInfos[k->second.serial].bonus = ran()%3;
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