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| author | Jonas Ask | 2009-11-27 15:35:35 +0000 |
|---|---|---|
| committer | Jonas Ask | 2009-11-27 15:35:35 +0000 |
| commit | cf382c626ec583ab1abcbef7d1f38afaaaf91d67 (patch) | |
| tree | a8b2287de5c24c5ef5a967eca4008c43232adf5b /GameBuildings.cpp | |
| parent | 0a9fcbb2889a3db04c7bc96c3539d4a68ff8b623 (diff) | |
| download | stonesense-cf382c626ec583ab1abcbef7d1f38afaaaf91d67.tar.gz stonesense-cf382c626ec583ab1abcbef7d1f38afaaaf91d67.tar.bz2 stonesense-cf382c626ec583ab1abcbef7d1f38afaaaf91d67.tar.xz | |
Started working on a unified system for loading content configuration.
Diffstat (limited to 'GameBuildings.cpp')
| -rw-r--r-- | GameBuildings.cpp | 16 |
1 files changed, 7 insertions, 9 deletions
diff --git a/GameBuildings.cpp b/GameBuildings.cpp index ce2b852..1446f57 100644 --- a/GameBuildings.cpp +++ b/GameBuildings.cpp @@ -3,9 +3,10 @@ #include "SpriteMaps.h"
#include "GameBuildings.h"
#include "BuildingConfiguration.h"
+#include "ContentLoader.h"
-vector<BuildingConfiguration> buildingTypes;
-vector <string> v_buildingtypes;//should be empty for all buildings
+//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;
@@ -63,13 +64,10 @@ dirTypes findWallCloseTo(WorldSegment* segment, Block* b){ void ReadBuildings(API& DF, vector<t_building>* buildingHolder){
if(!buildingHolder) return;
- v_buildingtypes.clear();
- uint32_t numbuildings = DF.InitReadBuildings(v_buildingtypes);
+ vector<string> dummy;
+ uint32_t numbuildings = DF.InitReadBuildings(dummy);
t_building tempbuilding;
- if( !BuildingNamesTranslatedFromGame )
- TranslateBuildingNames();
-
uint32_t index = 0;
while(index < numbuildings){
DF.ReadBuilding(index, tempbuilding);
@@ -138,9 +136,9 @@ void loadBuildingSprites ( Block* b){ WriteErr("Null Block skipped in loadBuildingSprites\n");
return;
}
- uint32_t numBuildings = (uint32_t)buildingTypes.size();
+ uint32_t numBuildings = (uint32_t)contentLoader.buildingConfigs.size();
for(uint32_t i = 0; i < numBuildings; i++){
- BuildingConfiguration& conf = buildingTypes[i];
+ BuildingConfiguration& conf = contentLoader.buildingConfigs[i];
if(b->building.info.type != conf.gameID) continue;
//check all sprites for one that matches all conditions
|
