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CGPathNode: get rid of land member as it's now obsolete

CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
This commit is contained in:
ArseniyShestakov 2015-11-08 04:01:58 +03:00
parent 842da69a3e
commit 4973a1ec90
3 changed files with 4 additions and 7 deletions

View File

@ -188,7 +188,7 @@ void CTerrainRect::showPath(const SDL_Rect * extRect, SDL_Surface * to)
* is id1=7, id2=5 (pns[7][5])
*/
bool pathContinuous = curPos.areNeighbours(nextPos) && curPos.areNeighbours(prevPos);
if(pathContinuous && cv[i].land == cv[i+1].land)
if(pathContinuous && cv[i].action != CGPathNode::EMBARK && cv[i].action != CGPathNode::DISEMBARK)
{
int id1=(curPos.x-nextPos.x+1)+3*(curPos.y-nextPos.y+1); //Direction of entering vector
int id2=(cv[i-1].coord.x-curPos.x+1)+3*(cv[i-1].coord.y-curPos.y+1); //Direction of exiting vector

View File

@ -63,7 +63,7 @@ void CPathfinder::calculatePaths()
auto maxMovePoints = [&](CGPathNode *cp) -> int
{
return cp->land ? maxMovePointsLand : maxMovePointsWater;
return cp->layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
};
auto isBetterWay = [&](int remains, int turn) -> bool
@ -181,7 +181,7 @@ void CPathfinder::addNeighbours(const int3 &coord)
ct = &gs->map->getTile(coord);
std::vector<int3> tiles;
gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, !cp->land);
gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, cp->layer == EPathfindingLayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
sTileObj = ct->topVisitableObj(coord == out.hpos);
if(canVisitObject())
{
@ -411,7 +411,7 @@ bool CPathfinder::isSourceGuarded()
{
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->accessible != CGPathNode::VISITABLE
|| !cp->theNodeBefore->land
|| !cp->theNodeBefore->layer != EPathfindingLayer::LAND
|| ct->topVisitableId() != Obj::BOAT)
{
return true;
@ -444,7 +444,6 @@ void CPathfinder::initializeGraph()
auto node = out.getNode(pos, layer);
node->reset();
node->accessible = evaluateAccessibility(pos, tinfo);
node->land = tinfo->terType != ETerrainType::WATER;
};
int3 pos;
@ -572,7 +571,6 @@ void CGPathNode::reset()
{
locked = false;
accessible = NOT_SET;
land = 0;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;

View File

@ -45,7 +45,6 @@ struct DLL_LINKAGE CGPathNode
bool locked;
EAccessibility accessible;
ui8 land;
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ui32 moveRemains; //remaining tiles after hero reaches the tile
CGPathNode * theNodeBefore;