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accesible->accessible
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02ee620abc
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@ -1172,14 +1172,14 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
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int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
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int y = 86 + 42 * (h/BFIELD_WIDTH);
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int y = 86 + 42 * (h/BFIELD_WIDTH);
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bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
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bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
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bfield[h].accesible = true;
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bfield[h].accessible = true;
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bfield[h].myInterface = this;
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bfield[h].myInterface = this;
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}
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}
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//locking occupied positions on batlefield
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//locking occupied positions on batlefield
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for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
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for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
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{
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{
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if(it->second.position >= 0) //turrets have position < 0
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if(it->second.position >= 0) //turrets have position < 0
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bfield[it->second.position].accesible = false;
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bfield[it->second.position].accessible = false;
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}
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}
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//loading projectiles for units
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//loading projectiles for units
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@ -3307,7 +3307,7 @@ void CBattleHex::hover(bool on)
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}
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}
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}
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}
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CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
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CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
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{
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{
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}
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}
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@ -243,7 +243,7 @@ private:
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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bool setAlterText; //if true, this hex has set alternative text in console and will clean it
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public:
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public:
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unsigned int myNumber; //number of hex in commonly used format
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unsigned int myNumber; //number of hex in commonly used format
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bool accesible; //if true, this hex is accessible for units
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bool accessible; //if true, this hex is accessible for units
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//CStack * ourStack;
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//CStack * ourStack;
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
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CBattleInterface * myInterface; //interface that owns me
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CBattleInterface * myInterface; //interface that owns me
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@ -1911,7 +1911,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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const TerrainTile *tinfo = &map->terrain[i][j][src.z];
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const TerrainTile *tinfo = &map->terrain[i][j][src.z];
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CPathNode &node = graph[i][j];
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CPathNode &node = graph[i][j];
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node.accesible = !tinfo->blocked;
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node.accessible = !tinfo->blocked;
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node.dist = -1;
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node.dist = -1;
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node.theNodeBefore = NULL;
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node.theNodeBefore = NULL;
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node.visited = false;
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node.visited = false;
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@ -1925,7 +1925,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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|| !FoW[i][j][src.z] //tile is covered by the FoW
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|| !FoW[i][j][src.z] //tile is covered by the FoW
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)
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)
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{
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{
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node.accesible = false;
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node.accessible = false;
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}
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}
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}
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}
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}
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}
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@ -1939,7 +1939,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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//tile may be blocked by blockvis / normal vis obj but it still must be accessible
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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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if(t->visitable)
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{
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{
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d.accesible = true; //for allowing visiting objects
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d.accessible = true; //for allowing visiting objects
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}
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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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if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
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@ -1949,11 +1949,11 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
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if(t->visitableObjects[i]->ID == 8 || t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
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break;
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break;
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d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
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d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
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}
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}
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else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
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else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
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{
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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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d.accessible = (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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}
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}
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@ -1991,10 +1991,10 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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for(unsigned int i=0; i < neighbours.size(); i++)
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for(unsigned int i=0; i < neighbours.size(); i++)
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{
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{
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CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
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CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
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if(dp.accesible)
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if(dp.accessible)
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{
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{
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int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
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int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
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if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
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if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
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{
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{
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dp.dist = cp.dist + cost;
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dp.dist = cp.dist + cost;
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dp.theNodeBefore = &cp;
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dp.theNodeBefore = &cp;
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@ -254,7 +254,7 @@ struct UpgradeInfo
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struct CPathNode
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struct CPathNode
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{
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{
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bool accesible; //true if a hero can be on this node
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bool accessible; //true if a hero can be on this node
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int dist; //distance from the first node of searching; -1 is infinity
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int dist; //distance from the first node of searching; -1 is infinity
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CPathNode * theNodeBefore;
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CPathNode * theNodeBefore;
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int3 coord; //coordiantes
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int3 coord; //coordiantes
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