diff --git a/client/CBattleInterface.cpp b/client/CBattleInterface.cpp index 89f3e283e..269e024bf 100644 --- a/client/CBattleInterface.cpp +++ b/client/CBattleInterface.cpp @@ -1172,14 +1172,14 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH); int y = 86 + 42 * (h/BFIELD_WIDTH); bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y); - bfield[h].accesible = true; + bfield[h].accessible = true; bfield[h].myInterface = this; } //locking occupied positions on batlefield for(std::map::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function { if(it->second.position >= 0) //turrets have position < 0 - bfield[it->second.position].accesible = false; + bfield[it->second.position].accessible = false; } //loading projectiles for units @@ -3307,7 +3307,7 @@ void CBattleHex::hover(bool on) } } -CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL) +CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL) { } diff --git a/client/CBattleInterface.h b/client/CBattleInterface.h index 05b6b94f4..c7619eb20 100644 --- a/client/CBattleInterface.h +++ b/client/CBattleInterface.h @@ -243,7 +243,7 @@ private: bool setAlterText; //if true, this hex has set alternative text in console and will clean it public: unsigned int myNumber; //number of hex in commonly used format - bool accesible; //if true, this hex is accessible for units + bool accessible; //if true, this hex is accessible for units //CStack * ourStack; bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering) CBattleInterface * myInterface; //interface that owns me diff --git a/lib/CGameState.cpp b/lib/CGameState.cpp index d991e27c4..f941b5c2c 100644 --- a/lib/CGameState.cpp +++ b/lib/CGameState.cpp @@ -1911,7 +1911,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath const TerrainTile *tinfo = &map->terrain[i][j][src.z]; CPathNode &node = graph[i][j]; - node.accesible = !tinfo->blocked; + node.accessible = !tinfo->blocked; node.dist = -1; node.theNodeBefore = NULL; node.visited = false; @@ -1925,7 +1925,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath || !FoW[i][j][src.z] //tile is covered by the FoW ) { - node.accesible = false; + node.accessible = false; } } } @@ -1939,7 +1939,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath //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 + d.accessible = true; //for allowing visiting objects } if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water @@ -1949,11 +1949,11 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat break; - d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero + d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero } 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 + d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked } } @@ -1991,10 +1991,10 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath for(unsigned int i=0; i < neighbours.size(); i++) { CPathNode & dp = graph[neighbours[i].x][neighbours[i].y]; - if(dp.accesible) + if(dp.accessible) { int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist); - if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord)) + if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord)) { dp.dist = cp.dist + cost; dp.theNodeBefore = &cp; diff --git a/lib/CGameState.h b/lib/CGameState.h index 946360b49..670bc6d58 100644 --- a/lib/CGameState.h +++ b/lib/CGameState.h @@ -254,7 +254,7 @@ struct UpgradeInfo struct CPathNode { - bool accesible; //true if a hero can be on this node + bool accessible; //true if a hero can be on this node int dist; //distance from the first node of searching; -1 is infinity CPathNode * theNodeBefore; int3 coord; //coordiantes