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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

TerrainTile now uses identifiers instead of pointers to VLC

This commit is contained in:
Ivan Savenko
2024-07-13 18:37:13 +00:00
parent a518b76c79
commit 08fbcd5239
44 changed files with 237 additions and 194 deletions

View File

@@ -830,9 +830,8 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
const bool embarking = !h->boat && objectToVisit && objectToVisit->ID == Obj::BOAT;
const bool disembarking = h->boat
&& t.terType->isLand()
&& (dst == h->pos
|| (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked));
&& t.isLand()
&& (dst == h->pos || (h->boat->layer == EPathfindingLayer::SAIL && !t.blocked()));
//result structure for start - movement failed, no move points used
TryMoveHero tmh;
@@ -850,9 +849,9 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(BonusType::WATER_WALKING) || (h->boat && h->boat->layer == EPathfindingLayer::WATER);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movementPointsRemaining());
const bool movingOntoObstacle = t.blocked && !t.visitable;
const bool movingOntoObstacle = t.blocked() && !t.visitable();
const bool objectCoastVisitable = objectToVisit && objectToVisit->isCoastVisitable();
const bool movingOntoWater = !h->boat && t.terType->isWater() && !objectCoastVisitable;
const bool movingOntoWater = !h->boat && t.isWater() && !objectCoastVisitable;
const auto complainRet = [&](const std::string & message)
{
@@ -876,14 +875,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (!t.terType->isPassable() || (movingOntoObstacle && !canFly))
if (!t.getTerrain()->isPassable() || (movingOntoObstacle && !canFly))
return complainRet("Cannot move hero, destination tile is blocked!");
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
if(movingOntoWater && !canFly && !canWalkOnSea)
return complainRet("Cannot move hero, destination tile is on water!");
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.isLand() && t.blocked())
return complainRet("Cannot disembark hero, tile is blocked!");
if(distance(h->pos, dst) >= 1.5 && movementMode == EMovementMode::STANDARD)
@@ -895,7 +894,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
if(h->movementPointsRemaining() < cost && dst != h->pos && movementMode == EMovementMode::STANDARD)
return complainRet("Hero doesn't have any movement points left!");
if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()) && !CGTeleport::isTeleport(objectToVisit))
if (transit && !canFly && !(canWalkOnSea && t.isWater()) && !CGTeleport::isTeleport(objectToVisit))
return complainRet("Hero cannot transit over this tile!");
//several generic blocks of code
@@ -1017,7 +1016,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveme
if (CGTeleport::isTeleport(objectToVisit))
visitDest = DONT_VISIT_DEST;
if (canFly || (canWalkOnSea && t.terType->isWater()))
if (canFly || (canWalkOnSea && t.isWater()))
{
lookForGuards = IGNORE_GUARDS;
visitDest = DONT_VISIT_DEST;