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| author | Jonas Ask | 2009-10-23 00:03:04 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-10-23 00:03:04 +0000 |
| commit | ba16affd28059c7a445968bb73280e658d267b31 (patch) | |
| tree | d8804e363d0c10d54466e9c94964677f73a0c914 /GameBuildings.cpp | |
| parent | 4df1a11a96ca50d28bf6cf7a8013f3a49df744f9 (diff) | |
| download | stonesense-ba16affd28059c7a445968bb73280e658d267b31.tar.gz stonesense-ba16affd28059c7a445968bb73280e658d267b31.tar.bz2 stonesense-ba16affd28059c7a445968bb73280e658d267b31.tar.xz | |
Added an option to show hidden blocks, bound to key H. Good for Adventure mode.
Fixed issue where zones (who are buildings) would replace buildings they overlap.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index 079194e..5e06a82 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -92,6 +92,10 @@ void MergeBuildingsToSegment(vector<t_building>* buildings, WorldSegment* segmen Block* b;
//want hashtable :(
if( b = segment->getBlock( xx, yy, tempbuilding.z) ){
+ //handle special case where zones overlap buildings, and try to replace them
+ if(b->building.type != BUILDINGTYPE_NA && tempbuilding.type == BUILDINGTYPE_ZONE )
+ continue;
+
b->building = tempbuilding;
//b->building.x1 = b->building.x2 = xx;
//b->building.y1 = b->building.y2 = yy;
@@ -183,7 +187,7 @@ void loadSpecialBuildingTypes2 (WorldSegment* segment, Block* b, uint32_t relati }
*/
-
+/*
int getBuildingSprite(t_building &building, bool mirrored){
return SPRITEOBJECT_NA;
@@ -251,7 +255,7 @@ int getBuildingSprite(t_building &building, bool mirrored){ 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){
for(uint32_t i=0; i < buildingList->size(); i++){
|
