- Changed TfrmMain.BuildTileList to use all available static tiles

- Added static tile id checking to the random preset loading
This commit is contained in:
Andreas Schneider 2009-12-18 01:07:55 +01:00
parent 73e704e5fa
commit 365fa72dc9
2 changed files with 367 additions and 364 deletions

View File

@ -1,360 +1,360 @@
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View File

@ -966,7 +966,7 @@ var
tiles: TDOMNodeList;
tileNode: PVirtualNode;
tileInfo: PTileInfo;
i: Integer;
i, id: Integer;
begin
if cbRandomPreset.ItemIndex > -1 then
begin
@ -976,11 +976,13 @@ begin
for i := 0 to tiles.Count - 1 do
begin
tile := TDOMElement(tiles[i]);
if tile.NodeName = 'Tile' then
if (tile.NodeName = 'Tile') and
TryStrToInt(tile.AttribStrings['ID'], id) and
(id < FLandscape.MaxStaticID + $4000) then
begin
tileNode := vdtRandom.AddChild(nil);
tileInfo := vdtRandom.GetNodeData(tileNode);
tileInfo^.ID := StrToInt(tile.AttribStrings['ID']);
tileInfo^.ID := id;
end;
end;
end;
@ -2416,8 +2418,9 @@ var
tileInfo: PTileInfo;
filter: string;
begin
maxID := $3FFF;
if cbTerrain.Checked then minID := $0 else minID := $4000;
if cbStatics.Checked then maxID := $7FFF else maxID := $3FFF;
if cbStatics.Checked then maxID := maxID + FLandscape.MaxStaticID;
filter := AnsiLowerCase(UTF8ToISO_8859_1(edFilter.Text));
node := vdtTiles.GetFirstSelected;