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authorBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
committerBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
commitfde41392cde408af9ea269e00336e503294dfdd2 (patch)
treefbdda716c1d441b7d85e686e054e3346396a144d /src/npc.h
parent78134dc88b0b39b0d051392fa937418bcd384404 (diff)
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Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;)
Diffstat (limited to 'src/npc.h')
-rw-r--r--src/npc.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/npc.h b/src/npc.h
index 46e48184..3032365f 100644
--- a/src/npc.h
+++ b/src/npc.h
@@ -53,6 +53,10 @@ class NPC : public Player
static bool isTalking;
+ /** We consider NPCs (at least for now) to be one layer-sprites */
+ virtual int getNumberOfLayers() const
+ { return 1; }
+
protected:
/**
* Gets the way a monster blocks pathfinding for other objects