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accesible->accessible

Frank Zago 16 years ago
parent
commit
3cdefa2790
4 changed files with 12 additions and 12 deletions
  1. 3 3
      client/CBattleInterface.cpp
  2. 1 1
      client/CBattleInterface.h
  3. 7 7
      lib/CGameState.cpp
  4. 1 1
      lib/CGameState.h

+ 3 - 3
client/CBattleInterface.cpp

@@ -1172,14 +1172,14 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
 		int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
 		int y = 86 + 42 * (h/BFIELD_WIDTH);
 		bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
-		bfield[h].accesible = true;
+		bfield[h].accessible = true;
 		bfield[h].myInterface = this;
 	}
 	//locking occupied positions on batlefield
 	for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
 	{
 		if(it->second.position >= 0) //turrets have position < 0
-			bfield[it->second.position].accesible = false;
+			bfield[it->second.position].accessible = false;
 	}
 
 	//loading projectiles for units
@@ -3307,7 +3307,7 @@ void CBattleHex::hover(bool on)
 	}
 }
 
-CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
+CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
 {
 }
 

+ 1 - 1
client/CBattleInterface.h

@@ -243,7 +243,7 @@ private:
 	bool setAlterText; //if true, this hex has set alternative text in console and will clean it
 public:
 	unsigned int myNumber; //number of hex in commonly used format
-	bool accesible; //if true, this hex is accessible for units
+	bool accessible; //if true, this hex is accessible for units
 	//CStack * ourStack;
 	bool hovered, strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
 	CBattleInterface * myInterface; //interface that owns me

+ 7 - 7
lib/CGameState.cpp

@@ -1911,7 +1911,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
 			const TerrainTile *tinfo = &map->terrain[i][j][src.z];
 			CPathNode &node = graph[i][j];
 
-			node.accesible = !tinfo->blocked;
+			node.accessible = !tinfo->blocked;
 			node.dist = -1;
 			node.theNodeBefore = NULL;
 			node.visited = false;
@@ -1925,7 +1925,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
 				|| !FoW[i][j][src.z] //tile is covered by the FoW
 			)
 			{
-				node.accesible = false;
+				node.accessible = false;
 			}
 		}
 	}
@@ -1939,7 +1939,7 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
 		//tile may be blocked by blockvis / normal vis obj but it still must be accessible
 		if(t->visitable) 
 		{
-			d.accesible = true; //for allowing visiting objects
+			d.accessible = true; //for allowing visiting objects
 		}
 
 		if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
@@ -1949,11 +1949,11 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
 				if(t->visitableObjects[i]->ID == 8  ||  t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
 					break;
 
-			d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
+			d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
 		}
 		else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
 		{
-			d.accesible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
+			d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
 		}
 	}
 
@@ -1991,10 +1991,10 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
 		for(unsigned int i=0; i < neighbours.size(); i++)
 		{
 			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
-			if(dp.accesible)
+			if(dp.accessible)
 			{
 				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
-				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
+				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
 				{
 					dp.dist = cp.dist + cost;
 					dp.theNodeBefore = &cp;

+ 1 - 1
lib/CGameState.h

@@ -254,7 +254,7 @@ struct UpgradeInfo
 
 struct CPathNode
 {
-	bool accesible; //true if a hero can be on this node
+	bool accessible; //true if a hero can be on this node
 	int dist; //distance from the first node of searching; -1 is infinity
 	CPathNode * theNodeBefore;
 	int3 coord; //coordiantes