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author | Bertram <bertram@cegetel.net> | 2009-09-17 02:14:12 +0200 |
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committer | Bertram <bertram@cegetel.net> | 2009-09-17 02:14:12 +0200 |
commit | fde41392cde408af9ea269e00336e503294dfdd2 (patch) | |
tree | fbdda716c1d441b7d85e686e054e3346396a144d /src/player.cpp | |
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/player.cpp')
-rw-r--r-- | src/player.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/src/player.cpp b/src/player.cpp index 288c565d..d252f7a0 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -184,7 +184,8 @@ void Player::setSprite(unsigned int slot, int id, const std::string &color) if (equipmentSprite) equipmentSprite->setDirection(getSpriteDirection()); - delete mSprites[slot]; + if (mSprites[slot]) + delete mSprites[slot]; mSprites[slot] = equipmentSprite; @@ -196,6 +197,8 @@ void Player::setSprite(unsigned int slot, int id, const std::string &color) mSpriteIDs[slot] = id; mSpriteColors[slot] = color; + + _updateNumberOfLayers(); } void Player::setSpriteID(unsigned int slot, int id) |