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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:
Michał W. Urbańczyk
2009-07-19 01:00:19 +00:00
parent 601117f440
commit 2ca7cc5b5c
13 changed files with 129 additions and 82 deletions

View File

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