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* half-working boots of levitation and angel's wings

This commit is contained in:
mateuszb
2010-05-15 15:00:19 +00:00
parent 70fa697f8b
commit edd31ef41b
8 changed files with 102 additions and 22 deletions

View File

@ -1771,8 +1771,8 @@ void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<
const TerrainTile &hlpt = map->getTile(hlp);
if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
&& hlpt.tertype!=9)
if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
&& hlpt.tertype != TerrainTile::rock)
{
vec.push_back(hlp);
}
@ -1790,6 +1790,23 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
//get basic cost
int ret = h->getTileCost(d,s);
if(d.blocked)
{
bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
if(!freeFlying)
{
ret *= 1.4f; //40% penalty for movement over blocked tile
}
}
else if (d.tertype == TerrainTile::water)
{
if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
{
ret *= 1.4f; //40% penalty for water walking
}
}
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{
int old = ret;
@ -2104,6 +2121,9 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
//graph initialization
CGPathNode ***graph = out.nodes;
for(size_t i=0; i < out.sizes.x; ++i)
@ -2115,7 +2135,11 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const TerrainTile *tinfo = &map->terrain[i][j][k];
CGPathNode &node = graph[i][j][k];
node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
if(!flying && node.accessible == CGPathNode::FLYABLE)
{
node.accessible = CGPathNode::BLOCKED;
}
node.turns = 0xff;
node.moveRemains = 0;
node.coord.x = i;
@ -2124,9 +2148,20 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
node.land = tinfo->tertype != TerrainTile::water;
node.theNodeBefore = NULL;
if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
{
if (waterWalk || flying)
{
node.accessible = CGPathNode::FLYABLE;
}
else
{
node.accessible = CGPathNode::BLOCKED;
}
}
if ( tinfo->tertype == TerrainTile::rock//it's rock
|| onLand && !node.land //it's sea and we cannot walk on sea
|| !onLand && node.land //it's land and we cannot walk on land
|| !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
|| !FoW[i][j][k] //tile is covered by the FoW
)
{
@ -2185,7 +2220,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
std::queue<CGPathNode*> mq;
mq.push(&graph[src.x][src.y][src.z]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours;
neighbours.reserve(8);
@ -2248,7 +2283,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord;
if (dp.accessible == CGPathNode::ACCESSIBLE
if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
|| (guardedNeighbor && !positionIsGuard)) // Can step into a hostile tile once.
{
mq.push(&dp);
@ -3651,13 +3686,33 @@ bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
{
out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
if(!curnode->theNodeBefore)
if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
return false;
//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
bool transition01 = false;
while(curnode)
{
out.nodes.push_back(*curnode);
CGPathNode cpn = *curnode;
if(transition01)
{
if (curnode->accessible == CGPathNode::ACCESSIBLE)
{
transition01 = false;
}
else if (curnode->accessible == CGPathNode::FLYABLE)
{
cpn.turns = 1;
}
}
if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
{
transition01 = true;
}
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}