Beispiel #1
0
bool PassableFromToTile(const Heroes* hero, const s32 & from, const s32 & to, const Direction::vector_t & direct, const s32 & dst)
{
    const Maps::Tiles & fromTile = world.GetTiles(from);
    const Maps::Tiles & toTile = world.GetTiles(to);

    // check start point
    if(hero && hero->GetIndex() == from)
    {
	if(MP2::isActionObject(fromTile.GetObject(false), hero->isShipMaster()))
	{
	    // check direct from object
	    if(! (direct & fromTile.GetPassable()))
		return false;
	}
	else
	{
	    // check from tile direct
	    if(! fromTile.isPassable(hero, direct, false))
		return false;
	}
    }
    else
    {
	if(MP2::isActionObject(fromTile.GetObject(), (hero ? hero->isShipMaster() : false)))
	{
	    // check direct from object
	    if(! (direct & fromTile.GetPassable()))
		return false;
	}
	else
	{
	    // check from tile direct
	    if(! fromTile.isPassable(hero, direct, false))
		return false;
	}
    }

    return PassableToTile(hero, toTile, direct, dst);
}
bool PassableFromToTile(const Heroes & hero, s32 from, const s32 & to, int direct, s32 dst)
{
    const Maps::Tiles & fromTile = world.GetTiles(from);
    const Maps::Tiles & toTile = world.GetTiles(to);

    // check start point
    if(hero.GetIndex() == from)
    {
	if(MP2::isActionObject(fromTile.GetObject(false), hero.isShipMaster()))
	{
	    // check direct from object
	    if(! (direct & fromTile.GetPassable()))
		return false;
	}
	else
	{
	    // check from tile direct
	    if(! fromTile.isPassable(&hero, direct, (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
		return false;
	}
    }
    else
    {
	if(MP2::isActionObject(fromTile.GetObject(), hero.isShipMaster()))
	{
	    // check direct from object
	    if(! (direct & fromTile.GetPassable()))
		return false;
	}
	else
	{
	    // check from tile direct
	    if(! fromTile.isPassable(&hero, direct, (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
		return false;
	}
    }

    if(fromTile.isWater() && !toTile.isWater())
    {
	switch(toTile.GetObject())
	{
	    case MP2::OBJ_BOAT:
            case MP2::OBJ_MONSTER:
            case MP2::OBJ_HEROES:
                return false;

	    case MP2::OBJ_COAST:
		return toTile.GetIndex() == dst;

	    default: break;
	}
    }
    else
    if(!fromTile.isWater() && toTile.isWater())
    {
	switch(toTile.GetObject())
	{
	    case MP2::OBJ_BOAT:
                return true;

            case MP2::OBJ_HEROES:
		return toTile.GetIndex() == dst;

	    default: break;
	}
    }

    // check corner water/coast
    if(hero.isShipMaster() && 
	(direct & (Direction::TOP_LEFT | Direction::TOP_RIGHT | Direction::BOTTOM_RIGHT | Direction::BOTTOM_LEFT)))
    {
	switch(direct)
	{
	    case Direction::TOP_LEFT:
		if((Maps::isValidDirection(from, Direction::TOP) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::TOP)).isWater()) ||
		   (Maps::isValidDirection(from, Direction::LEFT) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::LEFT)).isWater()))
		    return false;
		break;

	    case Direction::TOP_RIGHT:
		if((Maps::isValidDirection(from, Direction::TOP) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::TOP)).isWater()) ||
		   (Maps::isValidDirection(from, Direction::RIGHT) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::RIGHT)).isWater()))
		    return false;
		break;

	    case Direction::BOTTOM_RIGHT:
		if((Maps::isValidDirection(from, Direction::BOTTOM) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::BOTTOM)).isWater()) ||
		   (Maps::isValidDirection(from, Direction::RIGHT) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::RIGHT)).isWater()))
		    return false;
		break;

	    case Direction::BOTTOM_LEFT:
		if((Maps::isValidDirection(from, Direction::BOTTOM) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::BOTTOM)).isWater()) ||
		   (Maps::isValidDirection(from, Direction::LEFT) &&
		    ! world.GetTiles(Maps::GetDirectionIndex(from, Direction::LEFT)).isWater()))
		    return false;
		break;

	    default: break;
	}
    }

    return PassableToTile(hero, toTile, direct, dst);
}