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* Added comments to map.h * Refactoring(renamed attributes, some steps towards coding guidelines, ..)

This commit is contained in:
beegee1
2012-10-26 17:51:05 +00:00
parent 8604234f8d
commit 720deba838
16 changed files with 1364 additions and 804 deletions

View File

@ -465,7 +465,7 @@ int CGameState::pickHero(int owner)
{
int h=-1;
const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
if(!map->getHero(h = ps.hero,0) && h>=0) //we haven't used selected hero
if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
return h;
if(scenarioOps->mode == StartInfo::CAMPAIGN)
@ -699,7 +699,7 @@ void CGameState::randomizeObject(CGObjectInstance *cur)
cur->ID = ran.first;
cur->subID = ran.second;
map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
map->customDefs.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
if(!cur->defInfo)
{
tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
@ -771,7 +771,7 @@ BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2],
const TerrainTile &t = map->getTile(tile);
int terrain = t.tertype;
if(t.isCoastal() && !t.isWater())
terrain = TerrainTile::sand;
terrain = ETerrainType::SAND;
int terType = battleGetBattlefieldType(tile);
return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
@ -865,7 +865,7 @@ void CGameState::init(StartInfo * si)
switch(scenarioOps->mode)
{
case StartInfo::NEW_GAME:
map = new Mapa(scenarioOps->mapname);
map = new CMap(scenarioOps->mapname);
break;
case StartInfo::CAMPAIGN:
{
@ -873,7 +873,7 @@ void CGameState::init(StartInfo * si)
assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
std::string &mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
map = new Mapa();
map = new CMap();
map->initFromBytes((const ui8*)mapContent.c_str(), mapContent.size());
}
break;
@ -926,8 +926,8 @@ void CGameState::init(StartInfo * si)
const TerrainTile &t = map->terrain[i][j][k];
if(!t.blocked
&& !t.visitable
&& t.tertype != TerrainTile::water
&& t.tertype != TerrainTile::rock
&& t.tertype != ETerrainType::WATER
&& t.tertype != ETerrainType::ROCK
&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious)
allowedPos.push_back(int3(i,j,k));
}
@ -974,7 +974,7 @@ void CGameState::init(StartInfo * si)
{
int3 pos = obj->pos - int3(i,j,0);
if(map->isInTheMap(pos))
map->getTile(pos).siodmyTajemniczyBajt |= 128;
map->getTile(pos).extTileFlags |= 128;
}
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
@ -1669,25 +1669,25 @@ int CGameState::battleGetBattlefieldType(int3 tile) const
switch(t.tertype)
{
case TerrainTile::dirt:
case ETerrainType::DIRT:
return rand()%3+3;
case TerrainTile::sand:
case ETerrainType::SAND:
return 2; //TODO: coast support
case TerrainTile::grass:
case ETerrainType::GRASS:
return rand()%2+6;
case TerrainTile::snow:
case ETerrainType::SNOW:
return rand()%2+10;
case TerrainTile::swamp:
case ETerrainType::SWAMP:
return 13;
case TerrainTile::rough:
case ETerrainType::ROUGH:
return 23;
case TerrainTile::subterranean:
case ETerrainType::SUBTERRANEAN:
return 12;
case TerrainTile::lava:
case ETerrainType::LAVA:
return 8;
case TerrainTile::water:
case ETerrainType::WATER:
return 25;
case TerrainTile::rock:
case ETerrainType::ROCK:
return 15;
default:
return -1;
@ -1794,9 +1794,9 @@ void CGameState::loadTownDInfos()
capitols[town.first] = new CGDefInfo(*townInfos[town.first]);
capitols[town.first]->name = town.second.clientInfo.advMapCapitol;
map->defy.push_back(villages[town.first]);
map->defy.push_back(forts[town.first]);
map->defy.push_back(capitols[town.first]);
map->customDefs.push_back(villages[town.first]);
map->customDefs.push_back(forts[town.first]);
map->customDefs.push_back(capitols[town.first]);
}
}
@ -1819,19 +1819,19 @@ void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<i
// continue;
// }
if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water
if(srct.tertype == ETerrainType::WATER && limitCoastSailing && hlpt.tertype == ETerrainType::WATER && dirs[i].x && dirs[i].y) //diagonal move through water
{
int3 hlp1 = tile,
hlp2 = tile;
hlp1.x += dirs[i].x;
hlp2.y += dirs[i].y;
if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)
if(map->getTile(hlp1).tertype != ETerrainType::WATER || map->getTile(hlp2).tertype != ETerrainType::WATER)
continue;
}
if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
&& hlpt.tertype != TerrainTile::rock)
if((indeterminate(onLand) || onLand == (hlpt.tertype!=ETerrainType::WATER) )
&& hlpt.tertype != ETerrainType::ROCK)
{
vec.push_back(hlp);
}
@ -1858,7 +1858,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
ret *= 1.4; //40% penalty for movement over blocked tile
}
}
else if (d.tertype == TerrainTile::water)
else if (d.tertype == ETerrainType::WATER)
{
if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
ret *= 0.666;
@ -1882,7 +1882,7 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);
getNeighbours(d, dest, vec, s.tertype != ETerrainType::WATER, true);
for(size_t i=0; i < vec.size(); i++)
{
int fcost = getMovementCost(h,dest,vec[i],left,false);
@ -1952,7 +1952,7 @@ int3 CGameState::guardingCreaturePosition (int3 pos) const
if (map->isInTheMap(pos))
{
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))
if (tile.visitable && (tile.tertype == ETerrainType::WATER) == (posTile.tertype == ETerrainType::WATER))
{
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
{
@ -2809,7 +2809,7 @@ DuelParameters::SideSettings::SideSettings()
DuelParameters::DuelParameters()
{
terType = TerrainTile::dirt;
terType = ETerrainType::DIRT;
bfieldType = 15;
}
@ -2928,7 +2928,7 @@ void CPathfinder::initializeGraph()
node.coord.x = i;
node.coord.y = j;
node.coord.z = k;
node.land = tinfo->tertype != TerrainTile::water;
node.land = tinfo->tertype != ETerrainType::WATER;
node.theNodeBefore = NULL;
}
}
@ -3101,7 +3101,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
if(tinfo->tertype == TerrainTile::rock || !FoW[curPos.x][curPos.y][curPos.z])
if(tinfo->tertype == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
return CGPathNode::BLOCKED;
if(tinfo->visitable)