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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-10 22:31:40 +02:00

Fix build

This commit is contained in:
Ivan Savenko
2024-12-28 21:11:50 +00:00
parent 78fc6d0e41
commit dfe8a95f8c
4 changed files with 32 additions and 27 deletions

View File

@@ -305,11 +305,11 @@
// if heroes are invitable in tavern
"tavernInvite" : false,
// minimal primary skills for heroes
"minimalPrimarySkills": [ 0, 0, 1, 1]
"minimalPrimarySkills": [ 0, 0, 1, 1],
/// movement points hero can get on start of the turn when on land, depending on speed of slowest creature (0-based list)
"movementPointsLand" : [ 1500, 1500, 1500, 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 ],
/// movement points hero can get on start of the turn when on sea, depending on speed of slowest creature (0-based list)
"movementPointsSea" : [ 1500 ],
"movementPointsSea" : [ 1500 ]
},
"towns":

View File

@@ -83,14 +83,13 @@ public:
TerrainType() = default;
bool isLand() const;
bool isWater() const;
bool isRock() const;
inline bool isLand() const;
inline bool isWater() const;
inline bool isRock() const;
inline bool isPassable() const;
inline bool isSurface() const;
inline bool isUnderground() const;
bool isPassable() const;
bool isSurface() const;
bool isUnderground() const;
bool isTransitionRequired() const;
};

View File

@@ -86,10 +86,10 @@ public:
void initTerrain();
CMapEditManager * getEditManager();
TerrainTile & getTile(const int3 & tile);
const TerrainTile & getTile(const int3 & tile) const;
inline TerrainTile & getTile(const int3 & tile);
inline const TerrainTile & getTile(const int3 & tile) const;
bool isCoastalTile(const int3 & pos) const;
bool isInTheMap(const int3 & pos) const;
inline bool isInTheMap(const int3 & pos) const;
bool canMoveBetween(const int3 &src, const int3 &dst) const;
bool checkForVisitableDir(const int3 & src, const TerrainTile * pom, const int3 & dst) const;

View File

@@ -104,31 +104,32 @@ struct DLL_LINKAGE TerrainTile
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
inline bool entrableTerrain() const;
inline bool entrableTerrain(const TerrainTile * from) const;
inline bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
Obj topVisitableId(bool excludeTop = false) const;
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
bool isWater() const;
bool isLand() const;
inline bool isWater() const;
inline bool isLand() const;
EDiggingStatus getDiggingStatus(bool excludeTop = true) const;
bool hasFavorableWinds() const;
inline bool hasFavorableWinds() const;
bool visitable() const;
bool blocked() const;
inline bool visitable() const;
inline bool blocked() const;
const TerrainType * getTerrain() const;
const RiverType * getRiver() const;
const RoadType * getRoad() const;
inline const TerrainType * getTerrain() const;
inline const RiverType * getRiver() const;
inline const RoadType * getRoad() const;
TerrainId getTerrainID() const;
RiverId getRiverID() const;
RoadId getRoadID() const;
inline TerrainId getTerrainID() const;
inline RiverId getRiverID() const;
inline RoadId getRoadID() const;
bool hasRiver() const;
bool hasRoad() const;
inline bool hasRiver() const;
inline bool hasRoad() const;
TerrainId terrainType;
RiverId riverType;
@@ -259,6 +260,11 @@ inline RoadId TerrainTile::getRoadID() const
return roadType;
}
inline bool TerrainTile::entrableTerrain() const
{
return entrableTerrain(true, true);
}
inline bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
const TerrainType * terrainFrom = from->getTerrain();