1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

Several minor fixes.

This commit is contained in:
Michał W. Urbańczyk
2010-05-26 21:59:58 +00:00
parent 8bda10b695
commit 3111a904ae
10 changed files with 61 additions and 34 deletions

View File

@@ -1752,7 +1752,7 @@ void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<
const TerrainTile &hlpt = map->getTile(hlp);
//we cannot visit things from blocked tiles
if(srct.blocked && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
{
continue;
}
@@ -2289,27 +2289,40 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
*/
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!map->isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
if (posTile.visitable) {
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects) {
if (obj->ID == 54) { // Monster
return pos;
if (posTile.visitable)
{
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
{
if(obj->blockVisit)
{
if (obj->ID == 54) // Monster
return pos;
else
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
}
}
}
// See if there are any monsters adjacent.
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++) {
for (int dy = 0; dy < 3; dy++) {
if (map->isInTheMap(pos)) {
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (map->isInTheMap(pos))
{
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
if (tile.visitable) {
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects) {
if (obj->ID == 54) { // Monster
if (tile.visitable)
{
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
{
if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}