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| author | Jonas Ask | 2009-10-29 14:55:22 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-10-29 14:55:22 +0000 |
| commit | b5d43275874c11b16dac4f2ef0a7ff0c1cc32b8d (patch) | |
| tree | c076d6b01d221858065a0212a9f6c69693e1d4c1 /GameBuildings.cpp | |
| parent | 79c912980a56ed89bf905445e241582a1b0f1caa (diff) | |
| download | stonesense-b5d43275874c11b16dac4f2ef0a7ff0c1cc32b8d.tar.gz stonesense-b5d43275874c11b16dac4f2ef0a7ff0c1cc32b8d.tar.bz2 stonesense-b5d43275874c11b16dac4f2ef0a7ff0c1cc32b8d.tar.xz | |
Added Ratman by frumpton.
Updated Contributions.txt
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 128 |
1 files changed, 0 insertions, 128 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 1af5e49..b2eafca 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -146,134 +146,6 @@ void loadBuildingSprites ( Block* b){ }
}
-/*
-void loadSpecialBuildingTypes2 (WorldSegment* segment, Block* b, uint32_t relativex, uint32_t relativey, uint32_t height){
-
- int* buildingInfoArray = 0;
- int arrayIndex;
- int i;
-
- switch(b->building.type){
- case BUILDINGTYPE_DOOR:
-
- i = findWallCloseTo(segment,b);
- if( i == eSimpleN || i == eSimpleS )
- b->mirroredBuilding = true;
- break;
-
- case BUILDINGTYPE_TRADEDEPOT:
- buildingInfoArray = layoutTradeDepot;
- break;
- case BUILDINGTYPE_W_STILL:
- //buildingInfoArray = layoutStill;
- break;
- case BUILDINGTYPE_W_CARPENTER:
- //buildingInfoArray = layoutCarpenter;
- break;
- case BUILDINGTYPE_BRIDGE:
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_C2;
-
- if(b->building.x1 == b->x)
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_W;
- if(b->building.x2 == b->x)
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_E;
-
- if(b->building.y1 == b->y){
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_N;
- if( b->building.x1 == b->x )
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_NW;
- if( b->building.x2 == b->x )
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_NE;
- }
- if(b->building.y2 == b->y){
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_S;
- if( b->building.x1 == b->x )
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_SW;
- if( b->building.x2 == b->x )
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_SE;
- }
-
- if(b->building.y2 == b->building.y1 || b->building.x2 == b->building.x1 )
- b->overridingBuildingType = SPRITEOBJECT_BRIDGE_C;
- break;
- }
-
- if(buildingInfoArray){
- arrayIndex = relativex + relativey*(height+1);
- b->overridingBuildingType = buildingInfoArray[arrayIndex];
- }
-}
-
-*/
-/*
-int getBuildingSprite(t_building &building, bool mirrored){
- return SPRITEOBJECT_NA;
-
-
- switch(building.type){
- case BUILDINGTYPE_DOOR:
- if(building.material.type == Mat_Wood) {
- if(building.material.index == 9)//custom case for Willow doors, just to show it's possible
- return mirrored ? SPRITEOBJECT_DOORWOOD_WILLOW_MIR : SPRITEOBJECT_DOORWOOD_WILLOW;
- return mirrored ? SPRITEOBJECT_DOORWOOD_MIR : SPRITEOBJECT_DOORWOOD;
- }
- if(building.material.type == Mat_Stone)
- return mirrored ? SPRITEOBJECT_DOORROCK_MIR : SPRITEOBJECT_DOORROCK;
- break;
-
- case BUILDINGTYPE_STOCKPILE:
- return SPRITEOBJECT_STOCKPILE;
- break;
-
- case BUILDINGTYPE_ARMORSTAND:
- return SPRITEOBJECT_ARMORSTAND;
- break;
-
- case BUILDINGTYPE_BED:
- return SPRITEOBJECT_BED_WOOD;
- break;
-
- case BUILDINGTYPE_TABLE:
- if(building.material.type == Mat_Wood)
- return SPRITEOBJECT_TABLE_WOOD;
- else
- return SPRITEOBJECT_TABLE_ROCK;
- break;
- case BUILDINGTYPE_CHAIR:
- if(building.material.type == Mat_Wood)
- return SPRITEOBJECT_CHAIR_WOOD;
- else
- return SPRITEOBJECT_CHAIR_ROCK;
- break;
- case BUILDINGTYPE_STATUE:
- return SPRITEOBJECT_STATUE;
- break;
- case BUILDINGTYPE_CABINET:
- if(building.material.type == Mat_Wood)
- return SPRITEOBJECT_CABINET_WOOD;
- else
- return SPRITEOBJECT_CABINET;
- break;
- case BUILDINGTYPE_CONTAINER:
- return SPRITEOBJECT_CHEST;
- case BUILDINGTYPE_FARM:
- return SPRITEOBJECT_FARM;
- break;
- case BUILDINGTYPE_ZONE:
- return SPRITEOBJECT_CURSORZONE;
- break;
- case BUILDINGTYPE_BULEPRINT:
- return SPRITEOBJECT_BLUEPRINT;
- break;
- case BUILDINGTYPE_ROAD:
- return SPRITEOBJECT_BRIDGE_C;
- break;
- }
-
-
- return SPRITEOBJECT_NA;
-}
-*/
/*TODO: this function takes a massive amount of work, looping all buildings for every block*/
bool BlockHasSuspendedBuilding(vector<t_building>* buildingList, Block* b){
uint32_t num = (uint32_t)buildingList->size();
|
