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Rewritten battle obstacles. New file for lib: CObstacleInstance.cpp.
Now obstacles should be placed exactly like they were in OH3. All problems with displaying obstacles in battlefield should be gone. They should be now matched to the single pixel. If there are still some discrepancies, please report them.
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@@ -381,7 +381,7 @@ public:
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void giveHeroArtifact(CGHeroInstance *h, int aid);
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void apply(CPack *pack);
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int battleGetBattlefieldType(int3 tile = int3());// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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int battleGetBattlefieldType(int3 tile) const;// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
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int getPlayerRelations(ui8 color1, ui8 color2);// 0 = enemy, 1 = ally, 2 = same player
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
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