Add [[unlikely]] to DEBUG_ACCESS_OPTIONS to help the compiler. Add a distance check so monsters extremely far away on the map no longer run their AI routines. Add keyboard stage plate connections for the in between zones on the world map in case the player ends up there and uses the keyboard controls. Release Build 10918.

mac-build
sigonasr2 6 months ago
parent bc31ba5862
commit 2667cc526e
  1. 2
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/Version.h
  3. 9
      Adventures in Lestoria/assets/Campaigns/World_Map.tmx
  4. 2
      Adventures in Lestoria/assets/config/configuration.txt
  5. 2
      Adventures in Lestoria/olcUTIL_DataFile.h
  6. BIN
      x64/Release/Adventures in Lestoria.exe

@ -4358,7 +4358,7 @@ void AiL::UpdateMonsters(){
AMonsterIsMarkedForDeletion();
continue;
}
m->Update(game->GetElapsedTime());
[[likely]]if(m->isBoss||m->GetDistanceFrom(GetPlayer()->GetPos())<40.f*24)m->Update(game->GetElapsedTime());
}
for(Monster&m:game->monstersToBeSpawned){
size_t prevCapacity=MONSTER_LIST.capacity();

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10915
#define VERSION_BUILD 10918
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -603,7 +603,7 @@
<object id="8" name="Camp I" type="StagePlate" x="416" y="416" width="20" height="24">
<properties>
<property name="Connection 1 - North" type="object" value="33"/>
<property name="Connection 2 - East" type="object" value="35"/>
<property name="Connection 2 - East" type="object" value="37"/>
<property name="Map" propertytype="Level" value="HUB"/>
<property name="Type" propertytype="StageType" value="HUB"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_1"/>
@ -795,6 +795,7 @@
</object>
<object id="33" name="Camp II" type="StagePlate" x="308" y="248" width="20" height="24">
<properties>
<property name="Connection 3 - South" type="object" value="8"/>
<property name="Connection 4 - West" type="object" value="29"/>
<property name="Map" propertytype="Level" value="HUB"/>
<property name="Type" propertytype="StageType" value="HUB"/>
@ -803,6 +804,10 @@
</object>
<object id="34" name="Prairie" type="StagePlate" x="352" y="265" width="43" height="138">
<properties>
<property name="Connection 1 - North" type="object" value="33"/>
<property name="Connection 2 - East" type="object" value="8"/>
<property name="Connection 3 - South" type="object" value="8"/>
<property name="Connection 4 - West" type="object" value="33"/>
<property name="Map" propertytype="Level" value="NONE"/>
<property name="Type" propertytype="StageType" value="NONE"/>
<property name="Unlock Condition" propertytype="Level" value="STORY_1_3"/>
@ -812,6 +817,7 @@
<properties>
<property name="Connection 2 - East" type="object" value="36"/>
<property name="Connection 3 - South" type="object" value="36"/>
<property name="Connection 4 - West" type="object" value="8"/>
<property name="Map" propertytype="Level" value="NONE"/>
<property name="Type" propertytype="StageType" value="NONE"/>
<property name="Unlock Condition" propertytype="Level" value="WORLD_MAP"/>
@ -828,6 +834,7 @@
<object id="37" name="Story III-I" type="StagePlate" x="712" y="436" width="20" height="24">
<properties>
<property name="Connection 3 - South" type="object" value="38"/>
<property name="Connection 4 - West" type="object" value="8"/>
<property name="Map" propertytype="Level" value="NONE"/>
<property name="Type" propertytype="StageType" value="STORY"/>
<property name="Unlock Condition" propertytype="Level" value="WORLD_MAP"/>

@ -140,7 +140,7 @@ location_font_size = Habbo,24
encrypted_font_size = Unknown,16
# Whether or not to show individual data accesses from config data structure.
debug_access_options = 1
debug_access_options = 0
# Shows menu navigation debug output
debug_menu_navigation_info = 0

@ -216,7 +216,7 @@ namespace olc::utils
// Access a datafile via a convenient name - "root.node.something.property"
inline datafile& GetProperty(const std::string& name)
{
if(DEBUG_ACCESS_OPTIONS)LOG(std::format("Accessing Property {}",name));
[[unlikely]]if(DEBUG_ACCESS_OPTIONS)LOG(std::format("Accessing Property {}",name));
size_t x = name.find_first_of('.');
if (x != std::string::npos)
{

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