of course delete[] makes problems for me with 2D array even when i loop on 1D 1st .... so here's my alternative

Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
GreYFoXGTi 2010-09-27 07:34:45 +03:00
parent 526e36f8a0
commit 31892f7475
3 changed files with 24 additions and 19 deletions

View file

@ -994,7 +994,8 @@ void CCharacter::Tick()
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_HookState = HOOK_RETRACTED;
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleOuts[z-1][rand()%(((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1)];
int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1);
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTele2D[z-1][(!Num)?Num:rand() % Num];
m_Core.m_HookPos = m_Core.m_Pos;
}
int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
@ -1005,7 +1006,8 @@ void CCharacter::Tick()
m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
m_Core.m_HookState = HOOK_RETRACTED;
GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleOuts[evilz-1][rand()%(((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[evilz-1] - 1)];
int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_pNumTele[z-1] - 1);
m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTele2D[evilz-1][(!Num)?Num:rand() % Num];
m_Core.m_HookPos = m_Core.m_Pos;
m_Core.m_Vel = vec2(0,0);
}

View file

@ -15,8 +15,8 @@ CGameControllerDDRace::CGameControllerDDRace(class CGameContext *pGameServer) :
CGameControllerDDRace::~CGameControllerDDRace()
{
delete[] m_pTele1D;
delete[] m_pNumTele;
delete[] m_pTeleOuts;
}
void CGameControllerDDRace::Tick()
@ -26,31 +26,29 @@ void CGameControllerDDRace::Tick()
void CGameControllerDDRace::InitTeleporter()
{
int ArraySize = 0;
m_ArraySize = 0;
m_TotalTele = 0;
if(GameServer()->Collision()->Layers()->TeleLayer())
{
for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
{
// get the array size
if(GameServer()->Collision()->TeleLayer()[i].m_Number > ArraySize)
ArraySize = GameServer()->Collision()->TeleLayer()[i].m_Number;
if(GameServer()->Collision()->TeleLayer()[i].m_Number > m_ArraySize)
m_ArraySize = GameServer()->Collision()->TeleLayer()[i].m_Number;
}
}
if(!ArraySize)
if(!m_ArraySize)
{
m_pNumTele = 0x0;
return;
}
int *Count;
m_pNumTele = new int[ArraySize];
Count = new int[ArraySize];
m_pTeleOuts = new vec2*[ArraySize];
mem_zero(m_pTeleOuts, ArraySize*sizeof(vec2));
mem_zero(m_pNumTele, ArraySize*sizeof(int));
mem_zero(Count, ArraySize*sizeof(int));
for (int i = 0; i < ArraySize; ++i)
m_pNumTele = new int[m_ArraySize];
Count = new int[m_ArraySize];
mem_zero(m_pNumTele, m_ArraySize*sizeof(int));
mem_zero(Count, m_ArraySize*sizeof(int));
for (int i = 0; i < m_ArraySize; ++i)
Count[i] = m_pNumTele[i] = 0;
// Count
@ -63,16 +61,19 @@ void CGameControllerDDRace::InitTeleporter()
m_TotalTele++;
}
}
for (int i = 0; i < ArraySize; ++i)
m_pTele1D = new vec2[m_TotalTele];
mem_zero(m_pTele1D, m_TotalTele*sizeof(vec2));
m_pTele2D = &m_pTele1D;
for (int i = 0; i < m_ArraySize; ++i)
{
m_pTeleOuts[i] = new vec2[m_pNumTele[i]];
mem_zero(m_pTeleOuts[i], m_pNumTele[i]*sizeof(vec2));
m_pTele2D[i] = new vec2[m_pNumTele[i]];
mem_zero(m_pTele2D[i], m_pNumTele[i]*sizeof(vec2));
}
for(int i = 0; i < GameServer()->Collision()->Layers()->TeleLayer()->m_Width*GameServer()->Collision()->Layers()->TeleLayer()->m_Height; i++)
{
if(GameServer()->Collision()->TeleLayer()[i].m_Number > 0 && GameServer()->Collision()->TeleLayer()[i].m_Type == TILE_TELEOUT)
{
m_pTeleOuts[GameServer()->Collision()->TeleLayer()[i].m_Number-1][--Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]] = vec2(i%GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16, i/GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16);
m_pTele2D[GameServer()->Collision()->TeleLayer()[i].m_Number-1][--Count[GameServer()->Collision()->TeleLayer()[i].m_Number-1]] = vec2(i%GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16, i/GameServer()->Collision()->Layers()->TeleLayer()->m_Width*32+16);
}
}
}

View file

@ -18,8 +18,10 @@ public:
CGameTeams m_Teams;
int *m_pNumTele;
vec2 **m_pTeleOuts;
vec2 *m_pTele1D;
vec2 **m_pTele2D;
int m_TotalTele;
int m_ArraySize;
void InitTeleporter();
void InitSwitcher();