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First part of Boat and sailing support.
[It's possible to enter the boat and move by sea, graphical glitches removal and disembarking will be done soon]
This commit is contained in:
@@ -1484,61 +1484,21 @@ void CGameState::loadTownDInfos()
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void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand)
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{
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/* notation:
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* 1 2 3
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* 4 5 6
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* 7 8 9
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*/
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int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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vec.clear();
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int3 hlp;
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bool weAreOnLand = (map->getTile(tile).tertype != 8);
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if(tile.y < map->height-1) //8
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for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
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{
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hlp = int3(tile.x,tile.y+1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.y > 0) //2
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{
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hlp = int3(tile.x,tile.y-1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x > 0) //4
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{
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hlp = int3(tile.x-1,tile.y,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1) //6
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{
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hlp = int3(tile.x+1,tile.y,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x > 0 && tile.y > 0) //1
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{
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hlp = int3(tile.x-1,tile.y-1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x > 0 && tile.y < map->height-1) //7
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{
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hlp = int3(tile.x-1,tile.y+1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1 && tile.y > 0) //3
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{
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hlp = int3(tile.x+1,tile.y-1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1 && tile.y < map->height-1) //9
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{
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hlp = int3(tile.x+1,tile.y+1,tile.z);
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if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9)
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int3 hlp = tile + dirs[i];
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if(!map->isInTheMap(hlp))
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continue;
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if((indeterminate(onLand) || onLand == (map->getTile(hlp).tertype!=8) )
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&& map->getTile(hlp).tertype!=9)
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{
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vec.push_back(hlp);
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}
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}
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}
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@@ -1557,7 +1517,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, in
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{
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int old = ret;
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ret *= 1.414;
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//diagonal move costs too much but normal move is possible - allow diagonal move
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//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
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if(ret > remainingMovePoints && remainingMovePoints > old)
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{
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return remainingMovePoints;
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@@ -1569,7 +1529,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, in
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if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
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{
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std::vector<int3> vec;
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getNeighbours(dest,vec,true);
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getNeighbours(dest, vec, s.tertype != TerrainTile::water);
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for(size_t i=0; i < vec.size(); i++)
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{
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int fcost = getMovementCost(h,dest,vec[i],left,false);
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@@ -1676,10 +1636,6 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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CPathNode &node = graph[i][j];
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node.accesible = !tinfo->blocked;
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if(i==dest.x && j==dest.y && tinfo->visitable)
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{
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node.accesible = true; //for allowing visiting objects
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}
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node.dist = -1;
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node.theNodeBefore = NULL;
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node.visited = false;
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@@ -1697,6 +1653,35 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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}
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}
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}
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//Special rules for the destination tile
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{
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const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
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CPathNode &d = graph[dest.x][dest.y];
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//tile may be blocked by blockvis / normal vis obj but it still must be accessible
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if(t->visitable)
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{
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d.accesible = true; //for allowing visiting objects
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}
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if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
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{
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size_t i = 0;
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for(; i < t->visitableObjects.size(); i++)
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if(t->visitableObjects[i]->ID == 8) //it's a Boat
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break;
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d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat
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}
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else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
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{
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d.accesible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
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}
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}
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//graph initialized
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//initial tile - set cost on 0 and add to the queue
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@@ -1726,7 +1711,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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}
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//add accessible neighbouring nodes to the queue
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getNeighbours(cp.coord,neighbours,blockLandSea);
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getNeighbours(cp.coord, neighbours, boost::logic::indeterminate);
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for(unsigned int i=0; i < neighbours.size(); i++)
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{
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CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
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