Move "getNPC" that was introduced in commit

00729bbc2e
from Spawn to CreatureType

I didn't have a closer look at how his code was structured, what he
basically did
is that he set all creatures in a spawn as NPC's even if it's a monster
which is
so erroneous.

Highlights:
- Add branch prediction macros
- Minor code style fixes & some others

Hopefully the branch prediction thing will speed up OTB since it's
awfully slow.
This commit is contained in:
Ahmed Samy
2013-08-27 03:39:07 +02:00
parent bbdeac2e33
commit 520baa28ea
9 changed files with 48 additions and 27 deletions

View File

@@ -74,7 +74,7 @@ void Map::loadOtbm(const std::string& fileName)
if(node->getU8() != OTBM_MAP_DATA)
stdext::throw_exception("Could not read root data node");
while (node->canRead()) {
while(node->canRead()) {
uint8 attribute = node->getU8();
std::string tmp = node->getString();
switch (attribute) {
@@ -102,7 +102,7 @@ void Map::loadOtbm(const std::string& fileName)
for(const BinaryTreePtr &nodeTile : nodeMapData->getChildren()) {
uint8 type = nodeTile->getU8();
if(type != OTBM_TILE && type != OTBM_HOUSETILE)
if(unlikely(type != OTBM_TILE && type != OTBM_HOUSETILE))
stdext::throw_exception(stdext::format("invalid node tile type %d", (int)type));
HousePtr house = nullptr;
@@ -151,7 +151,7 @@ void Map::loadOtbm(const std::string& fileName)
}
for(const BinaryTreePtr& nodeItem : nodeTile->getChildren()) {
if(nodeItem->getU8() != OTBM_ITEM)
if(unlikely(nodeItem->getU8() != OTBM_ITEM))
stdext::throw_exception("invalid item node");
ItemPtr item = Item::createFromOtb(nodeItem->getU16());
@@ -198,7 +198,7 @@ void Map::loadOtbm(const std::string& fileName)
if(!(town = g_towns.getTown(townId)))
g_towns.addTown(TownPtr(new Town(townId, townName, townCoords)));
}
}
} else if(mapDataType == OTBM_WAYPOINTS && headerVersion > 1) {
for(const BinaryTreePtr &nodeWaypoint : nodeMapData->getChildren()) {
if(nodeWaypoint->getU8() != OTBM_WAYPOINT)
@@ -306,11 +306,11 @@ void Map::saveOtbm(const std::string& fileName)
for(const auto& it : m_tileBlocks[z]) {
const TileBlock& block = it.second;
for(const TilePtr& tile : block.getTiles()) {
if(!tile || tile->isEmpty())
if(unlikely(!tile || tile->isEmpty()))
continue;
const Position& pos = tile->getPosition();
if(!pos.isValid())
if(unlikely(!pos.isValid()))
continue;
if(pos.x < px || pos.x >= px + 256