Reading about Dijkstra's algorithm for pathfinding, I see that every example applicable to a "grid based" game is related to the case in which you have a "cell" that is passable or not passable. I better examplain with an image:

I need to implement an algorithm for pathfinding from A to B (returning a list of Cells to "follow") for the case II. As you can see from the image, in this model there aren't cells which are "unpassable", but every cell has stored 4 informations that determines if, while inside a cell, you can go up, down, left, right.
Searching on the net I found a lot of implementations of Dijkstra's algorithm for Case I.
- Is it possible to implement it for case II?
- If yes, can you please give me an advice?
- Should I use another algorithm for that case (The grid will be 32x14)?