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| author | Jonas Ask | 2009-11-12 01:21:36 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-11-12 01:21:36 +0000 |
| commit | b04bb54ef68a1e10b4126caece7b522d39a4ed05 (patch) | |
| tree | 0c9d91412cc9f9bdc54330dbdbd27474602f0faa /GameBuildings.cpp | |
| parent | 017d462239242224553e4bbb95b6352c7ab639ec (diff) | |
| download | stonesense-b04bb54ef68a1e10b4126caece7b522d39a4ed05.tar.gz stonesense-b04bb54ef68a1e10b4126caece7b522d39a4ed05.tar.bz2 stonesense-b04bb54ef68a1e10b4126caece7b522d39a4ed05.tar.xz | |
Added 7c's Tower Cap. very nice.
ROTATIONS! Finally I think I got them working right (knock on wood). Redid a boat-load of stuff, not gonna list it all.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 59e061c..6f8cd0d 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -6,19 +6,19 @@ vector<BuildingConfiguration> buildingTypes;
vector <string> v_buildingtypes;//should be empty for all buildings
-
+/*
int BlockNeighbourhoodType_simple(WorldSegment* segment, Block* b, bool validationFuctionProc(Block*) ){
uint32_t x,y,z;
x = b->x; y = b->y; z = b->z;
- bool n = validationFuctionProc( segment->getBlock( x, y-1, z) );
- bool s = validationFuctionProc( segment->getBlock( x, y+1, z) );
- bool e = validationFuctionProc( segment->getBlock( x+1, y, z) );
- bool w = validationFuctionProc( segment->getBlock( x-1, y, z) );
- /*bool nw = validationFuctionProc( segment->getBlock(, x-1, y-1, z) );
- bool ne = validationFuctionProc( segment->getBlock(, x+1, y-1, z) );
- bool SW = validationFuctionProc( segment->getBlock(, x-1, y+1, z) );
- bool se = validationFuctionProc( segment->getBlock(, x+1, y+1, z) );*/
+ bool n = validationFuctionProc( segment->getBlock( x, y-1, z, true) );
+ bool s = validationFuctionProc( segment->getBlock( x, y+1, z, true) );
+ bool e = validationFuctionProc( segment->getBlock( x+1, y, z, true) );
+ bool w = validationFuctionProc( segment->getBlock( x-1, y, z, true) );
+ //bool nw = validationFuctionProc( segment->getBlock(, x-1, y-1, z) );
+ //bool ne = validationFuctionProc( segment->getBlock(, x+1, y-1, z) );
+ //bool SW = validationFuctionProc( segment->getBlock(, x-1, y+1, z) );
+ //bool se = validationFuctionProc( segment->getBlock(, x+1, y+1, z) );
if(!n && !s && !w && !e) return eSimpleSingle;
if( n && !s && !w && !e) return eSimpleN;
@@ -37,7 +37,7 @@ int BlockNeighbourhoodType_simple(WorldSegment* segment, Block* b, bool validati //....
return eSimpleSingle;
-}
+}*/
bool blockHasBridge(Block* b){
if(!b) return 0;
@@ -47,10 +47,10 @@ bool blockHasBridge(Block* b){ dirTypes findWallCloseTo(WorldSegment* segment, Block* b){
uint32_t x,y,z;
x = b->x; y = b->y; z = b->z;
- bool n = hasWall( segment->getBlock( x, y-1, z) );
- bool s = hasWall( segment->getBlock( x, y+1, z) );
- bool e = hasWall( segment->getBlock( x+1, y, z) );
- bool w = hasWall( segment->getBlock( x-1, y, z) );
+ bool n = hasWall( segment->getBlockRelativeTo( x, y, z, eUp) );
+ bool s = hasWall( segment->getBlockRelativeTo( x, y, z, eDown) );
+ bool w = hasWall( segment->getBlockRelativeTo( x, y, z, eLeft) );
+ bool e = hasWall( segment->getBlockRelativeTo( x, y, z, eRight) );
if(w) return eSimpleW;
if(n) return eSimpleN;
|
