reorganized sqr storage for better cache usage
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4113 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -49,7 +49,7 @@ inline bool nhf(sqr *s) { return s->type!=FHF && s->type!=CHF; }
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void voptimize() // reset vdeltas on non-hf cubes
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{
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loop(x, ssize) loop(y, ssize)
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loop(y, ssize) loop(x, ssize)
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{
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sqr *s = S(x, y);
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if(x && y) { if(nhf(s) && nhf(S(x-1, y)) && nhf(S(x-1, y-1)) && nhf(S(x, y-1))) s->vdelta = 0; }
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@@ -90,7 +90,7 @@ void toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
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{
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bool wf[4], uf[4];
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sqr *s[4];
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for(int x = 2; x<ssize-4; x += 2) for(int y = 2; y<ssize-4; y += 2)
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for(int y = 2; y<ssize-4; y += 2) for(int x = 2; x<ssize-4; x += 2)
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{
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s[0] = S(x,y);
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int wt = s[0]->wtex, ut = s[0]->utex;
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@@ -382,7 +382,7 @@ bool load_world(char *mname) // still supports all map formats that have
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{
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if(type<0 || type>=MAXTYPE)
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{
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conoutf("while reading map at %d: type %d out of range", k, type);
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conoutf("while reading map at %d: type %d out of range", k, type);
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gzclose(f);
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f = NULL;
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k--;
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