mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* a bit of pathfinder interface redesign
* a few fixes for sieges * better wall parts' positions by Ivan
This commit is contained in:
parent
90c31d5cd5
commit
fceeb05e16
@ -606,7 +606,7 @@ const CGTownInstance *CCallback::battleGetDefendedTown()
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if(!gs->curB || gs->curB->tid == -1)
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return NULL;
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return gs->map->towns[gs->curB->tid];
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return static_cast<const CGTownInstance *>(gs->map->objects[gs->curB->tid]);
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}
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ui8 CCallback::battleGetWallState(int partOfWall)
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@ -3234,7 +3234,17 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInf
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case 0: //background
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return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
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case 1: //background wall
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return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
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{
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switch(town->town->typeID)
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{
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case 5: case 4: case 1: case 6:
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return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
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case 0: case 2: case 3: case 7: case 8:
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return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
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default:
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return "";
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}
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}
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case 2: //keep
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return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
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case 3: //bottom tower
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@ -1,100 +1,100 @@
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//this file is a description of positions of wall parts' positions, following lines contain positions of: bottom tower, bottom wall, wall below gate, wall over gate, upper wall, upper tower, gate, gate arch, bottom static wall and upper static wall (x, y)
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//castle
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//rampart
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//tower
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//inferno
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//necropolis
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//dungeon
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//stronghold
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//fortress
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//conflux
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602 494
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557 469
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474 300
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491 188
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544 57
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567 16
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391 260
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471 164
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518 305
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500 54
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//Castle
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601 500
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528 350
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468 291
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469 127
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523 32
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568 35
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399 274
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476 238
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511 347
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488 79
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//Rampart
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593 511
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548 451
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468 309
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468 186
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529 57
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565 31
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403 271
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459 220
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509 364
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491 103
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//Tower
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591 516
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547 452
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474 298
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487 190
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546 66
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579 36
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400 253
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470 187
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516 365
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513 79
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//Inferno
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594 514
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560 451
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484 316
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479 151
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531 71
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568 27
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408 254
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476 221
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521 376
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501 92
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//Necropolis
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591 512
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535 445
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477 323
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486 164
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542 66
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560 26
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401 262
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473 240
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508 372
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503 97
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//Dungeon
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599 495
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558 448
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470 296
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476 180
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522 56
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564 15
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395 260
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470 164
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521 305
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493 53
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//Stronghold
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585 508
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552 440
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482 304
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475 189
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533 69
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567 30
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407 266
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477 235
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510 380
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498 107
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//Fortress
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599 505
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545 441
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486 306
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497 184
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525 80
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547 27
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392 253
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482 236
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521 382
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507 130
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//Conflux
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607 505
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508 346
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467 299
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470 147
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520 41
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575 28
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408 254
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485 232
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508 346
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489 97
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@ -457,7 +457,7 @@ unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainT
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}
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else
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{
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ret = std::max(type->heroClass->terrCosts[dest.tertype],type->heroClass->terrCosts[from.tertype]); //take cost of worse of two tiles
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ret = type->heroClass->terrCosts[from.tertype];
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ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level
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}
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return ret;
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@ -1590,10 +1590,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, in
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//get basic cost
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int ret = h->getTileCost(d,s);
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if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
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if(src.x != dest.x && src.y != dest.y) //it's diagonal move
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{
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int old = ret;
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ret *= 1.414;
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ret *= 1.414213;
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//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
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if(ret > remainingMovePoints && remainingMovePoints > old)
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{
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@ -1831,6 +1831,147 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
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return true;
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}
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//void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, const int3 &src)
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//{
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// if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
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// //todo: distater
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// return;
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//
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// int3 hpos = hero->getPosition(false);
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// tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
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//
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// if (!hero->canWalkOnSea())
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// blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
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// else
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// blockLandSea = boost::logic::indeterminate;
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//
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// const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
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//
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// //graph initialization
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// CGPathNode ***graph = out.nodes;
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// for(size_t i=0; i < out.sizes.x; ++i)
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// {
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// for(size_t j=0; j < out.sizes.y; ++j)
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// {
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// for(size_t k=0; k < out.sizes.z; ++k)
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// {
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// const TerrainTile *tinfo = &map->terrain[i][j][k];
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// CGPathNode &node = graph[i][j][k];
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//
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// node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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// node.visited = false;
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// node.turns = 0xff;
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// node.moveRemains = 0;
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// node.coord.x = i;
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// node.coord.y = j;
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// node.coord.z = k;
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// node.land = tinfo->tertype == TerrainTile::water;
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//
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// if ((tinfo->tertype == TerrainTile::rock) //it's rock
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// || ((blockLandSea) && () //it's sea and we cannot walk on sea
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// || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
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// || !FoW[i][j][k] //tile is covered by the FoW
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// )
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// {
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// node.accessible = CGPathNode::BLOCKED;
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// }
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// else if(tinfo->visitable)
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// {
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// for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
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// {
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// if(tinfo->visitableObjects[ii]->blockVisit)
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// {
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// node.accessible = CGPathNode::BLOCKVIS;
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// break;
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// }
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// else
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// node.accessible = CGPathNode::VISITABLE;
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// }
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// }
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//
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// if(blockLandSea && tinfo->tertype == TerrainTile::water) //hero can walk only on land and tile lays on the water
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// {
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// size_t i = 0;
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// for(; i < tinfo->visitableObjects.size(); i++)
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// if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
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// break;
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//
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// if(i < tinfo->visitableObjects.size())
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// node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
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// }
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// else if(!blockLandSea && tinfo->tertype != TerrainTile::water) //hero is moving by water
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// {
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// if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
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// node.accessible = CGPathNode::ACCESSIBLE; //tile is accessible if it's coastal and not blocked
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// }
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// }
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// }
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// }
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// //graph initialized
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//
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//
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// //initial tile - set cost on 0 and add to the queue
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// graph[src.x][src.y][src.z].turns = 0;
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// graph[src.x][src.y][src.z].moveRemains = hero->movement;
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// std::queue<CGPathNode*> mq;
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// mq.push(&graph[src.x][src.y][src.z]);
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//
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// ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
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//
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// std::vector<int3> neighbours;
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// neighbours.reserve(8);
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//
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// while(!mq.empty())
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// {
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// CGPathNode *cp = graph[mq.front()->coord.x][mq.front()->coord.y];
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// mq.pop();
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//
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// //add accessible neighbouring nodes to the queue
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// getNeighbours(cp->coord, neighbours, boost::logic::indeterminate);
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// for(unsigned int i=0; i < neighbours.size(); i++)
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// {
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// const int3 &n = neighbours[i]; //current neighbour
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// CGPathNode & dp = graph[n.x][n.y][n.z];
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// if(!cp->moveRemains)
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// {
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// cp->turns++;
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// cp->moveRemains = hero->maxMovePoints(
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// }
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//
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//
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// if(dp.accessible != CGPathNode::BLOCKVIS)
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// {
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// int cost = getMovementCost(hero,cp->coord,dp.coord,hero->movement - cp->dist);
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// if((dp.turns==0xff || (dp.dist > cp->dist + cost)) && dp.accesible && checkForVisitableDir(cp->coord, dp.coord) && checkForVisitableDir(dp.coord, cp->coord))
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// {
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// dp.moveRemains = cp.moveRemains - cost;
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// dp.theNodeBefore = &cp;
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// if(dp.accessible == CGPathNode::ACCESSIBLE)
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// {
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// mq.push(dp);
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// }
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// }
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// }
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// }
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// }
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//
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// CPathNode *curNode = &graph[dest.x][dest.y];
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// if(!curNode->theNodeBefore) //destination is not accessible
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// return false;
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//
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//
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// //fill ret with found path
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// ret.nodes.clear();
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// while(curNode->coord != graph[src.x][src.y].coord)
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// {
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// ret.nodes.push_back(*curNode);
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// curNode = curNode->theNodeBefore;
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// }
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// ret.nodes.push_back(graph[src.x][src.y]);
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//
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// return true;
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//}
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bool CGameState::isVisible(int3 pos, int player)
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{
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if(player == 255) //neutral player
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@ -241,6 +241,19 @@ struct CPathNode
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bool visited;
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};
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struct CGPathNode
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{
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enum {ACCESSIBLE=1, VISITABLE, BLOCKVIS, BLOCKED}; //BLOCKVIS - visitable from neighbourign tile but not passable
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ui8 land;
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ui8 accessible; //the enum above
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ui8 turns;
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ui32 moveRemains;
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CPathNode * theNodeBefore;
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int3 coord; //coordiantes
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CGPathNode();
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};
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struct DLL_EXPORT CPath
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{
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std::vector<CPathNode> nodes; //just get node by node
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@ -250,6 +263,16 @@ struct DLL_EXPORT CPath
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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struct CPathsInfo
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{
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int3 sizes;
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CGPathNode ***nodes; //[w][h][level]
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void getPath(const int3 &src, const int3 &dst, CPath &out);
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CPathsInfo(const int3 &sizes);
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~CPathsInfo();
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};
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class DLL_EXPORT CGameState
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{
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public:
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@ -299,6 +322,7 @@ public:
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int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if dst tile is visitable from dst tile
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bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
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void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, const int3 &src = int3(-1,-1,-1)); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
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bool isVisible(int3 pos, int player);
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bool isVisible(const CGObjectInstance *obj, int player);
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Reference in New Issue
Block a user