2011-08-15 23:02:52 +02:00
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#include "datmanager.h"
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#include "spritemanager.h"
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#include <framework/core/resourcemanager.h>
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DatManager g_dat;
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bool DatManager::load(const std::string& filename)
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{
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try {
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std::stringstream fin;
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g_resources.loadFile(filename, fin);
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m_signature = fw::getu32(fin);
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int numItems = fw::getu16(fin);
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int numCreatures = fw::getu16(fin);
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int numEffects = fw::getu16(fin);
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int numShots = fw::getu16(fin);
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m_itemsAttributes.resize(numItems);
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2011-08-16 07:47:35 +02:00
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for(int id = 100; id < numItems; ++id)
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2011-08-15 23:02:52 +02:00
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parseThingAttributes(fin, m_itemsAttributes[id - 100]);
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m_creaturesAttributes.resize(numItems);
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2011-08-16 07:47:35 +02:00
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for(int id = 0; id < numCreatures; ++id)
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parseThingAttributes(fin, m_creaturesAttributes[id]);
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2011-08-15 23:02:52 +02:00
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m_effectsAttributes.resize(numItems);
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2011-08-16 07:47:35 +02:00
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for(int id = 0; id < numEffects; ++id)
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parseThingAttributes(fin, m_effectsAttributes[id]);
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2011-08-15 23:02:52 +02:00
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m_shotsAttributes.resize(numItems);
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2011-08-16 07:47:35 +02:00
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for(int id = 0; id < numShots; ++id)
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parseThingAttributes(fin, m_shotsAttributes[id]);
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2011-08-15 23:02:52 +02:00
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return true;
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} catch(std::exception& e) {
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logError(e.what());
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return false;
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}
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}
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void DatManager::unload()
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{
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m_itemsAttributes.clear();
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m_creaturesAttributes.clear();
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m_effectsAttributes.clear();
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m_shotsAttributes.clear();
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}
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void DatManager::parseThingAttributes(std::stringstream& fin, ThingAttributes& thingAttributes)
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{
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assert(fin.good());
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while(true) {
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uint8 opt;
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fin.read((char*)&opt, 1);
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if(opt == 0xFF)
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break;
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parseThingAttributesOpt(fin, thingAttributes, opt);
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}
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thingAttributes.width = fw::getu8(fin);
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thingAttributes.height = fw::getu8(fin);
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if(thingAttributes.width > 1 || thingAttributes.height > 1)
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fw::getu8(fin); // ??
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thingAttributes.blendframes = fw::getu8(fin);
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thingAttributes.xdiv = fw::getu8(fin);
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thingAttributes.ydiv = fw::getu8(fin);
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thingAttributes.zdiv = fw::getu8(fin);
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thingAttributes.animcount = fw::getu8(fin);
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int totalSprites = thingAttributes.width
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* thingAttributes.height
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* thingAttributes.blendframes
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* thingAttributes.xdiv
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* thingAttributes.ydiv
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* thingAttributes.zdiv
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* thingAttributes.animcount;
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thingAttributes.sprites.resize(totalSprites);
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for(uint16 i = 0; i < totalSprites; i++)
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thingAttributes.sprites[i] = fw::getu16(fin);
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}
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void DatManager::parseThingAttributesOpt(std::stringstream& fin, ThingAttributes& thingAttributes, uint8 opt)
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{
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uint8 read_byte;
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uint16 read_short;
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switch(opt) {
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case 0x00: // Ground tile
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fin.read((char*)&thingAttributes.speed, 2);
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thingAttributes.group = THING_GROUP_GROUND;
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break;
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case 0x01: // All OnTop
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thingAttributes.alwaysOnTop = true;
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thingAttributes.alwaysOnTopOrder = 1;
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break;
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case 0x02: // Can walk trough (open doors, arces, bug pen fence)
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thingAttributes.alwaysOnTop = true;
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thingAttributes.alwaysOnTopOrder = 2;
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break;
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case 0x03: // Can walk trough (arces)
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thingAttributes.alwaysOnTop = true;
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thingAttributes.alwaysOnTopOrder = 3;
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break;
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case 0x04: // Container
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thingAttributes.group = THING_GROUP_CONTAINER;
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break;
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case 0x05: // Stackable
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thingAttributes.stackable = true;
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break;
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case 0x06: // Unknown
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break;
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case 0x07: // Useable
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thingAttributes.useable = true;
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break;
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case 0x08: // Writtable
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thingAttributes.group = THING_GROUP_WRITEABLE;
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thingAttributes.readable = true;
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fin.read((char*)&thingAttributes.subParam07, 2);
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break;
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case 0x09: // Writtable once
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// Writtable objects that can't be edited by players
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thingAttributes.readable = true;
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fin.read((char*)&thingAttributes.subParam08, 2);
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break;
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case 0x0A: // Fluid containers
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fin.read((char*)&read_byte, 1);
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thingAttributes.group = THING_GROUP_FLUID;
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break;
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case 0x0B: // Splashes
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thingAttributes.group = THING_GROUP_SPLASH;
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break;
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case 0x0C: // Blocks solid objects (creatures, walls etc)
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thingAttributes.blockSolid = true;
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break;
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case 0x0D: // Not moveable
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thingAttributes.moveable = false;
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break;
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case 0x0E: // Blocks missiles (walls, magic wall etc)
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thingAttributes.blockProjectile = true;
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break;
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case 0x0F: // Blocks pathfind algorithms (monsters)
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thingAttributes.blockPathFind = true;
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break;
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case 0x10: // Blocks monster movement (flowers, parcels etc)
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thingAttributes.pickupable = true;
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break;
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case 0x11: // Hangable objects (wallpaper etc)
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thingAttributes.isHangable = true;
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break;
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case 0x12: // Horizontal wall
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thingAttributes.isHorizontal = true;
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break;
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case 0x13: // Vertical wall
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thingAttributes.isVertical = true;
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break;
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case 0x14: // Rotable
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thingAttributes.rotable = true;
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break;
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case 0x15: // Light info
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fin.read((char*)&thingAttributes.lightLevel, 2);
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fin.read((char*)&thingAttributes.lightColor, 2);
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break;
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case 0x16:
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break;
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case 0x17: // Changes floor
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break;
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case 0x18: // Thing must be drawed with offset
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thingAttributes.hasHeight = true;
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fin.read((char*)&thingAttributes.xOffset, 1);
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fin.read((char*)&thingAttributes.yOffset, 1);
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fin.read((char*)&read_short, 2);
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break;
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case 0x19: // pixels characters height
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2011-08-16 07:47:35 +02:00
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//fin.read((char*)&thingAttributes.xOffset, 1);
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//fin.read((char*)&thingAttributes.yOffset, 1);
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fin.read((char*)&read_short, 2);
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2011-08-15 23:02:52 +02:00
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//logDebug((int)thingAttributes.xOffset, " ", (int)thingAttributes.yOffset);
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break;
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case 0x1A:
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//thingAttributes.hasHeight = true;
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break;
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case 0x1B:
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break;
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case 0x1C: // Minimap color
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fin.read((char*)&thingAttributes.miniMapColor, 2);
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thingAttributes.hasMiniMapColor = true;
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break;
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case 0x1D: // Unknown
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fin.read((char*)&read_short, 2);
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if(read_short == 1112)
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thingAttributes.readable = true;
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break;
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case 0x1E:
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break;
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case 0x1F:
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thingAttributes.lookThrough = true;
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break;
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case 0x20:
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break;
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default:
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throw std::logic_error(fw::mkstr("ERROR: unknown .dat byte code: 0x", std::hex, (int)opt));
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}
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}
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