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authorJonas Ask2009-10-23 00:03:04 +0000
committerJonas Ask2009-10-23 00:03:04 +0000
commitba16affd28059c7a445968bb73280e658d267b31 (patch)
treed8804e363d0c10d54466e9c94964677f73a0c914 /GameBuildings.cpp
parent4df1a11a96ca50d28bf6cf7a8013f3a49df744f9 (diff)
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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.cpp8
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++){