mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Moving files:
- new config for objects (config/objects/generic.json) - renamed lib/CDefObjectHandler to lib/CObjectClassesHandler
This commit is contained in:
@ -6,7 +6,7 @@
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CDefObjInfoHandler.h"
|
||||
#include "../CObjectClassesHandler.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CSpellHandler.h"
|
||||
#include "CMapEditManager.h"
|
||||
@ -336,72 +336,72 @@ bool CMap::isWaterTile(const int3 &pos) const
|
||||
return isInTheMap(pos) && getTile(pos).terType == ETerrainType::WATER;
|
||||
}
|
||||
|
||||
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
||||
{
|
||||
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
||||
{
|
||||
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
||||
continue;
|
||||
|
||||
const CGObjectInstance * obj = pom->visitableObjects[b];
|
||||
|
||||
if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
||||
{
|
||||
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
||||
{
|
||||
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
||||
continue;
|
||||
|
||||
const CGObjectInstance * obj = pom->visitableObjects[b];
|
||||
|
||||
if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int3 CMap::guardingCreaturePosition (int3 pos) const
|
||||
{
|
||||
|
||||
const int3 originalPos = pos;
|
||||
// Give monster at position priority.
|
||||
if (!isInTheMap(pos))
|
||||
return int3(-1, -1, -1);
|
||||
const TerrainTile &posTile = getTile(pos);
|
||||
if (posTile.visitable)
|
||||
{
|
||||
for (CGObjectInstance* obj : posTile.visitableObjects)
|
||||
{
|
||||
if(obj->blockVisit)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER) // Monster
|
||||
return pos;
|
||||
else
|
||||
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// See if there are any monsters adjacent.
|
||||
bool water = posTile.isWater();
|
||||
|
||||
pos -= int3(1, 1, 0); // Start with top left.
|
||||
for (int dx = 0; dx < 3; dx++)
|
||||
{
|
||||
for (int dy = 0; dy < 3; dy++)
|
||||
{
|
||||
if (isInTheMap(pos))
|
||||
{
|
||||
const auto & tile = getTile(pos);
|
||||
if (tile.visitable && (tile.isWater() == water))
|
||||
{
|
||||
for (CGObjectInstance* obj : tile.visitableObjects)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
|
||||
{
|
||||
return pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pos.y++;
|
||||
}
|
||||
pos.y -= 3;
|
||||
pos.x++;
|
||||
}
|
||||
|
||||
{
|
||||
|
||||
const int3 originalPos = pos;
|
||||
// Give monster at position priority.
|
||||
if (!isInTheMap(pos))
|
||||
return int3(-1, -1, -1);
|
||||
const TerrainTile &posTile = getTile(pos);
|
||||
if (posTile.visitable)
|
||||
{
|
||||
for (CGObjectInstance* obj : posTile.visitableObjects)
|
||||
{
|
||||
if(obj->blockVisit)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER) // Monster
|
||||
return pos;
|
||||
else
|
||||
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// See if there are any monsters adjacent.
|
||||
bool water = posTile.isWater();
|
||||
|
||||
pos -= int3(1, 1, 0); // Start with top left.
|
||||
for (int dx = 0; dx < 3; dx++)
|
||||
{
|
||||
for (int dy = 0; dy < 3; dy++)
|
||||
{
|
||||
if (isInTheMap(pos))
|
||||
{
|
||||
const auto & tile = getTile(pos);
|
||||
if (tile.visitable && (tile.isWater() == water))
|
||||
{
|
||||
for (CGObjectInstance* obj : tile.visitableObjects)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
|
||||
{
|
||||
return pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pos.y++;
|
||||
}
|
||||
pos.y -= 3;
|
||||
pos.x++;
|
||||
}
|
||||
|
||||
return int3(-1, -1, -1);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user