- bugfix for restoring explorations on loading a saved game
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560ed46cc0
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@ -5496,6 +5496,7 @@ void Game::setPaused(bool value,bool forceAllowPauseStateChange,bool clearCaches
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Faction *faction = world.getFaction(i);
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Faction *faction = world.getFaction(i);
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faction->clearCaches();
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faction->clearCaches();
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}
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}
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world.refreshAllUnitExplorations();
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}
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}
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setupPopupMenus(false);
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setupPopupMenus(false);
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@ -5521,6 +5522,7 @@ void Game::setPaused(bool value,bool forceAllowPauseStateChange,bool clearCaches
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Faction *faction = world.getFaction(i);
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Faction *faction = world.getFaction(i);
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faction->clearCaches();
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faction->clearCaches();
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}
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}
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world.refreshAllUnitExplorations();
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}
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}
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pauseRequestSent=false;
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pauseRequestSent=false;
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}
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}
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@ -1116,51 +1116,23 @@ void Unit::setPos(const Vec2i &pos, bool clearPathFinder) {
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this->lastPos= this->pos;
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this->lastPos= this->pos;
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this->pos= pos;
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this->pos= pos;
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// // This code is initial code to make the camera 'follow' a unit
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// //if(this->getId() == 5) {
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// if(cameraFollowUnit == true) {
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// //printf("A fov [%f] [H [%f] [V [%f]\n",game->getGameCameraPtr()->getFov(),game->getGameCameraPtr()->getHAng(),game->getGameCameraPtr()->getVAng());
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//
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// //game->getGameCameraPtr()->setClampDisabled(true);
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//
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// //game->getGameCameraPtr()->setFov(45);
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// if(oldLastPos.x > pos.x) {
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// game->getGameCameraPtr()->setHAng(270);
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// game->getGameCameraPtr()->setVAng(-7.6);
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// }
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// else if(oldLastPos.x < pos.x) {
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// game->getGameCameraPtr()->setHAng(90);
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// game->getGameCameraPtr()->setVAng(1.4);
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// }
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// else if(oldLastPos.y > pos.y) {
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// game->getGameCameraPtr()->setHAng(180);
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// game->getGameCameraPtr()->setVAng(4.2);
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// }
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// else {
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// game->getGameCameraPtr()->setHAng(-2.4);
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// game->getGameCameraPtr()->setVAng(-1.4);
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// }
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//
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// game->getGameCameraPtr()->setPos(getCurrVector());
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// game->getGameCameraPtr()->stop();
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//
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// //printf("B fov [%f] [H [%f] [V [%f]\n",game->getGameCameraPtr()->getFov(),game->getGameCameraPtr()->getHAng(),game->getGameCameraPtr()->getVAng());
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// }
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map->clampPos(this->pos);
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map->clampPos(this->pos);
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this->meetingPos= pos - Vec2i(1);
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this->meetingPos= pos - Vec2i(1);
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map->clampPos(this->meetingPos);
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map->clampPos(this->meetingPos);
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safeMutex.ReleaseLock();
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safeMutex.ReleaseLock();
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// Attempt to improve performance
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refreshPos();
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this->exploreCells();
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calculateFogOfWarRadius();
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logSynchData(extractFileFromDirectoryPath(__FILE__).c_str(),__LINE__);
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logSynchData(extractFileFromDirectoryPath(__FILE__).c_str(),__LINE__);
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}
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}
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void Unit::refreshPos() {
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// Attempt to improve performance
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this->exploreCells();
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calculateFogOfWarRadius();
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}
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FowAlphaCellsLookupItem Unit::getFogOfWarRadius(bool useCache) const {
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FowAlphaCellsLookupItem Unit::getFogOfWarRadius(bool useCache) const {
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if(useCache == true && Config::getInstance().getBool("EnableFowCache","true") == true) {
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if(useCache == true && Config::getInstance().getBool("EnableFowCache","true") == true) {
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return cachedFow;
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return cachedFow;
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@ -4539,8 +4511,8 @@ Unit * Unit::loadGame(const XmlNode *rootNode, GameSettings *settings, Faction *
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result->pathFindRefreshCellCount = unitNode->getAttribute("pathFindRefreshCellCount")->getIntValue();
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result->pathFindRefreshCellCount = unitNode->getAttribute("pathFindRefreshCellCount")->getIntValue();
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}
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}
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result->exploreCells();
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//result->exploreCells();
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result->calculateFogOfWarRadius();
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//result->calculateFogOfWarRadius();
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return result;
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return result;
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}
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}
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@ -592,6 +592,7 @@ public:
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inline void setLoadType(const ResourceType *loadType) {this->loadType= loadType;}
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inline void setLoadType(const ResourceType *loadType) {this->loadType= loadType;}
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inline void setProgress2(int progress2) {this->progress2= progress2;}
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inline void setProgress2(int progress2) {this->progress2= progress2;}
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void setPos(const Vec2i &pos,bool clearPathFinder=false);
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void setPos(const Vec2i &pos,bool clearPathFinder=false);
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void refreshPos();
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void setTargetPos(const Vec2i &targetPos);
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void setTargetPos(const Vec2i &targetPos);
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void setTarget(const Unit *unit);
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void setTarget(const Unit *unit);
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void setTargetVec(const Vec3f &targetVec);
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void setTargetVec(const Vec3f &targetVec);
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@ -2073,6 +2073,10 @@ void World::initUnits() {
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f->limitResourcesToStore();
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f->limitResourcesToStore();
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}
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}
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}
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}
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else {
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printf("Load game setting unit pos\n");
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refreshAllUnitExplorations();
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}
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}
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}
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catch(const megaglest_runtime_error &ex) {
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catch(const megaglest_runtime_error &ex) {
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gotError = true;
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gotError = true;
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@ -2104,6 +2108,17 @@ void World::initUnits() {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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}
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}
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void World::refreshAllUnitExplorations() {
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for(unsigned int i = 0; i < getFactionCount(); ++i) {
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Faction *faction = factions[i];
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for(unsigned int j = 0; j < faction->getUnitCount(); ++j) {
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Unit *unit = faction->getUnit(j);
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unit->refreshPos();
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}
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}
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}
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void World::initMap() {
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void World::initMap() {
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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map.init(&tileset);
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map.init(&tileset);
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@ -319,6 +319,7 @@ public:
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void loadGame(const XmlNode *rootNode);
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void loadGame(const XmlNode *rootNode);
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void clearCaches();
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void clearCaches();
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void refreshAllUnitExplorations();
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private:
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private:
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