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Fix regressions in RMG & map editor

This commit is contained in:
Ivan Savenko 2023-01-10 01:05:28 +02:00
parent 668aee71ff
commit c455986a55
4 changed files with 12 additions and 10 deletions

View File

@ -204,7 +204,7 @@ RoadType * RoadTypeHandler::loadFromJson(
const std::vector<std::string> & RoadTypeHandler::getTypeNames() const
{
static const std::vector<std::string> typeNames = { "river" };
static const std::vector<std::string> typeNames = { "road" };
return typeNames;
}
@ -274,7 +274,7 @@ TerrainType::TerrainType()
std::string RoadType::getNameTextID() const
{
return TextIdentifier( "terrain", identifier, "name" ).get();
return TextIdentifier( "road", identifier, "name" ).get();
}
std::string RoadType::getNameTranslated() const
@ -284,7 +284,7 @@ std::string RoadType::getNameTranslated() const
std::string RiverType::getNameTextID() const
{
return TextIdentifier( "terrain", identifier, "name" ).get();
return TextIdentifier( "river", identifier, "name" ).get();
}
std::string RiverType::getNameTranslated() const
@ -293,11 +293,13 @@ std::string RiverType::getNameTranslated() const
}
RiverType::RiverType():
id(River::NO_RIVER)
id(River::NO_RIVER),
identifier("empty")
{}
RoadType::RoadType():
id(Road::NO_ROAD),
identifier("empty"),
movementCost(GameConstants::BASE_MOVEMENT_COST)
{}
VCMI_LIB_NAMESPACE_END

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@ -129,9 +129,9 @@ CCastleEvent::CCastleEvent() : town(nullptr)
TerrainTile::TerrainTile():
terType(nullptr),
terView(0),
riverType(nullptr),
riverType(VLC->riverTypeHandler->getById(River::NO_RIVER)),
riverDir(0),
roadType(nullptr),
roadType(VLC->roadTypeHandler->getById(Road::NO_ROAD)),
roadDir(0),
extTileFlags(0),
visitable(false),

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@ -86,11 +86,11 @@ struct DLL_LINKAGE TerrainTile
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
bool hasFavorableWinds() const;
TerrainType * terType;
const TerrainType * terType;
ui8 terView;
RiverType * riverType;
const RiverType * riverType;
ui8 riverDir;
RoadType * roadType;
const RoadType * roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect

View File

@ -346,7 +346,7 @@ CDrawTerrainOperation::ValidationResult CDrawTerrainOperation::validateTerrainVi
int cy = pos.y + (i / 3) - 1;
int3 currentPos(cx, cy, pos.z);
bool isAlien = false;
TerrainType * terType = nullptr;
const TerrainType * terType = nullptr;
if(!map->isInTheMap(currentPos))
{
// position is not in the map, so take the ter type from the neighbor tile