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TerrainTile: implement exclusion for topVisitable functions

For pathfinder we usually want to check what object hero staying on.
Hero is always top object so we need option to exclude it.
ArseniyShestakov 10 gadi atpakaļ
vecāks
revīzija
f145c82031
2 mainītis faili ar 10 papildinājumiem un 6 dzēšanām
  1. 8 4
      lib/mapping/CMap.cpp
  2. 2 2
      lib/mapping/CMap.h

+ 8 - 4
lib/mapping/CMap.cpp

@@ -125,14 +125,18 @@ bool TerrainTile::isClear(const TerrainTile *from /*= nullptr*/) const
 	return entrableTerrain(from) && !blocked;
 }
 
-int TerrainTile::topVisitableId() const
+Obj TerrainTile::topVisitableId(bool excludeTop) const
 {
-	return visitableObjects.size() ? visitableObjects.back()->ID : -1;
+	return topVisitableObj(excludeTop) ? topVisitableObj(excludeTop)->ID : Obj(Obj::NO_OBJ);
 }
 
-CGObjectInstance * TerrainTile::topVisitableObj() const
+CGObjectInstance * TerrainTile::topVisitableObj(bool excludeTop) const
 {
-	return visitableObjects.size() ? visitableObjects.back() : nullptr;
+	auto visitableObj = visitableObjects;
+	if(excludeTop && visitableObj.size())
+		visitableObj.pop_back();
+
+	return visitableObj.size() ? visitableObj.back() : nullptr;
 }
 
 bool TerrainTile::isCoastal() const

+ 2 - 2
lib/mapping/CMap.h

@@ -289,8 +289,8 @@ struct DLL_LINKAGE TerrainTile
 	/// 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.
-	int topVisitableId() const;
-	CGObjectInstance * topVisitableObj() const;
+	Obj topVisitableId(bool excludeTop = false) const;
+	CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
 	bool isWater() const;
 	bool isCoastal() const;
 	bool hasFavourableWinds() const;