diff options
author | Bertram <bertram@cegetel.net> | 2009-09-17 02:14:12 +0200 |
---|---|---|
committer | Bertram <bertram@cegetel.net> | 2009-09-17 02:14:12 +0200 |
commit | fde41392cde408af9ea269e00336e503294dfdd2 (patch) | |
tree | fbdda716c1d441b7d85e686e054e3346396a144d /src/npc.h | |
parent | 78134dc88b0b39b0d051392fa937418bcd384404 (diff) | |
download | mana-fde41392cde408af9ea269e00336e503294dfdd2.tar.gz mana-fde41392cde408af9ea269e00336e503294dfdd2.tar.bz2 mana-fde41392cde408af9ea269e00336e503294dfdd2.tar.xz mana-fde41392cde408af9ea269e00336e503294dfdd2.zip |
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.h | 4 |
1 files changed, 4 insertions, 0 deletions
@@ -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 |