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Support for Favourable Winds.
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@@ -325,8 +325,8 @@ static void processDef (CGDefInfo* def)
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return;
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}
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def->width = def->handler->ourImages[0].bitmap->w/32;
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def->height = def->handler->ourImages[0].bitmap->h/32;
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// def->width = def->handler->ourImages[0].bitmap->w/32;
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// def->height = def->handler->ourImages[0].bitmap->h/32;
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}
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CGDefInfo* pom = CGI->dobjinfo->gobjs[def->id][def->subid];
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@@ -1348,14 +1348,16 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
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TerrainTile2 &t = ttiles[pos.x][pos.y][pos.z];
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for(std::vector < std::pair<const CGObjectInstance*,SDL_Rect> >::const_iterator i = t.objects.begin(); i != t.objects.end(); i++)
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{
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if(i->first->ID == 124)
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if(i->first->ID == 124) //Hole
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{
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out = i->first->hoverName;
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return;
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}
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}
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if(terName)
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if(t.tileInfo->siodmyTajemniczyBajt & 128)
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out = CGI->generaltexth->names[225]; //Favourable Winds
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else if(terName)
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out = CGI->generaltexth->terrainNames[t.tileInfo->tertype];
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}
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@@ -1271,14 +1271,24 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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}
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//randomizing objects
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for(unsigned int no=0; no<map->objects.size(); ++no)
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BOOST_FOREACH(CGObjectInstance *obj, map->objects)
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{
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randomizeObject(map->objects[no]);
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if(map->objects[no]->ID==EVENTI_TYPE)
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randomizeObject(obj);
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if(obj->ID==EVENTI_TYPE)
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{
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map->objects[no]->defInfo->handler=NULL;
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obj->defInfo->handler=NULL;
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}
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map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
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obj->hoverName = VLC->generaltexth->names[obj->ID];
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//handle Favouring Winds - mark tiles under it
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if(obj->ID == 225)
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for (int i = 0; i < obj->getWidth() ; i++)
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for (int j = 0; j < obj->getHeight() ; j++)
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{
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int3 pos = obj->pos - int3(i,j,0);
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if(map->isInTheMap(pos))
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map->getTile(pos).siodmyTajemniczyBajt |= 128;
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}
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}
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//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
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@@ -1804,10 +1814,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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}
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else if (d.tertype == TerrainTile::water)
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{
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if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
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{
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if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
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ret *= 0.666f;
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else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
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ret *= 1.4f; //40% penalty for water walking
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}
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}
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if(src.x != dest.x && src.y != dest.y) //it's diagonal move
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@@ -1338,6 +1338,9 @@ void Mapa::readDefInfo( const unsigned char * bufor, int &i)
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//calculating coverageMap
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std::string nameCopy = vinya->name;
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std::string msk = spriteh->getTextFile(nameCopy.replace( nameCopy.size()-4, 4, ".MSK" ));
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vinya->width = msk[0];
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vinya->height = msk[1];
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for(int i=0; i<6; ++i)
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{
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vinya->coverageMap[i] = msk[i+2];
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@@ -77,7 +77,7 @@ struct DLL_EXPORT TerrainTile
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unsigned char rivDir; // direction of Eriver
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Eroad malle; // type of Eroad (0 if there is no river)
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unsigned char roadDir; // direction of Eroad
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unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
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unsigned char siodmyTajemniczyBajt; //first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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