dat comments and enum changes

master
Eduardo Bart 13 years ago
parent 1da42f9a3b
commit 6187bdbbdb

@ -43,40 +43,40 @@ namespace Otc
"07119674283982419152118103759076030616683978566631413";
enum DatFlag {
Bank = 0,
Clip,
Bottom,
Top,
Container,
Cumulative,
ForceUse,
MultiUse,
Write,
WriteOnce,
LiquidContainer,
LiquidPool,
Unpass,
Unmove,
Unsight,
Avout,
Take,
Hang,
HookSouth,
HookEast,
Rotate,
Light,
DontHide,
Translucent,
Shift,
Height,
LyingObject,
AnimateAlways,
Automap,
LensHelp,
FullBank,
IgnoreLook,
Clothes,
Animation,
DatGround = 0,
DatGroundClip,
DatOnBottom,
DatOnTop,
DatContainer,
DatStackable,
DatForceUse,
DatMultiUse,
DatWritable,
DatWritableOnce,
DatFluidContainer,
DatSplash,
DatBlockWalk,
DatNotMovable,
DatBlockProjectile,
DatBlockPathFind,
DatPickupable,
DatHangable,
DatHookSouth,
DatHookEast,
DatRotable,
DatLight,
DatDontHide,
DatTranslucent,
DatDrawShift,
DatDrawHeight,
DatLyingCorpse,
DatAnimateAlways,
DatMinimapColor,
DatLensHelp,
DatFullGround,
DatIgnoreLook,
DatClothe,
DatAnimation,
LastDatFlag
};

@ -111,118 +111,114 @@ void DatManager::parseThingAttributes(std::stringstream& fin, ThingAttributes& t
void DatManager::parseThingAttributesOpt(std::stringstream& fin, ThingAttributes& thingAttributes, uint8 opt)
{
switch(opt) {
case Otc::Bank: // Ground tile
case Otc::DatGround: // Grounds, must be drawn first
thingAttributes.speed = Fw::getU16(fin);
thingAttributes.group = Otc::ThingGroundGroup;
break;
case Otc::Clip: // Ground borders
case Otc::DatGroundClip: // Objects that clips (has transparent pixels) and must be drawn just after ground (e.g: ground borders)
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 1;
break;
case Otc::Bottom: // Bottom items
case Otc::DatOnBottom: // Bottom items, must be drawn above general items and below creatures (e.g: stairs)
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 2;
break;
case Otc::Top: // Top items
case Otc::DatOnTop: // Top items, must be drawn above creatures (e.g: doors)
thingAttributes.alwaysOnTop = true;
thingAttributes.alwaysOnTopOrder = 3;
break;
case Otc::Container: // Container
case Otc::DatContainer: // Containers
thingAttributes.group = Otc::ThingContainerGroup;
break;
case Otc::Cumulative: // Stackable
case Otc::DatStackable: // Stackable
thingAttributes.stackable = true;
break;
case Otc::ForceUse: // Unknown, some corpses, stairs, even ground ????
case Otc::DatForceUse: // Items that are automatically used when step over?
break;
case Otc::MultiUse: // Useable
case Otc::DatMultiUse: // Usable items
thingAttributes.useable = true;
break;
case Otc::Write: // Writtable
case Otc::DatWritable: // Writable
thingAttributes.group = Otc::ThingWriteableGroup;
thingAttributes.readable = true;
thingAttributes.subParam08 = Fw::getU16(fin);
break;
case Otc::WriteOnce: // Writtable once. objects that can't be edited by players
case Otc::DatWritableOnce: // Writable once. objects that can't be edited by players
thingAttributes.readable = true;
thingAttributes.subParam08 = Fw::getU16(fin);
break;
case Otc::LiquidContainer: // Fluid containers
case Otc::DatFluidContainer: // Fluid containers
thingAttributes.group = Otc::ThingFluidGroup;
Fw::getU8(fin);
break;
case Otc::LiquidPool: // Splashes
case Otc::DatSplash: // Splashes
thingAttributes.group = Otc::ThingSplashGroup;
break;
case Otc::Unpass: // Blocks solid objects (creatures, walls etc)
case Otc::DatBlockWalk: // Blocks solid objects (creatures, walls etc)
thingAttributes.blockSolid = true;
break;
case Otc::Unmove: // Not moveable
case Otc::DatNotMovable: // Not movable
thingAttributes.moveable = false;
break;
case Otc::Unsight: // Blocks missiles (walls, magic wall etc)
case Otc::DatBlockProjectile: // Blocks missiles (walls, magic wall etc)
thingAttributes.blockProjectile = true;
break;
case Otc::Avout: // Blocks pathfind algorithms (monsters)
case Otc::DatBlockPathFind: // Blocks pathfind algorithms (monsters)
thingAttributes.blockPathFind = true;
break;
case Otc::Take: // Pickupable
case Otc::DatPickupable: // Pickupable
thingAttributes.pickupable = true;
break;
case Otc::Hang: // Hangable objects (wallpaper etc)
case Otc::DatHangable: // Hangable objects (wallpaper etc)
thingAttributes.isHangable = true;
break;
case Otc::HookSouth: // Horizontal wall??
case Otc::DatHookSouth: // Horizontal walls
thingAttributes.isHorizontal = true;
break;
case Otc::HookEast: // Vertical wall??
case Otc::DatHookEast: // Vertical walls
thingAttributes.isVertical = true;
break;
case Otc::Rotate: // Rotable
case Otc::DatRotable: // Rotable
thingAttributes.rotable = true;
break;
case Otc::Light: // Light info
case Otc::DatLight: // Light info
thingAttributes.lightLevel = Fw::getU16(fin);
thingAttributes.lightColor = Fw::getU16(fin);
break;
case Otc::DontHide: // Unknown, just a few monuments
case Otc::DatDontHide: // A few monuments that are not supposed to be hidden by floors
break;
case Otc::Translucent: // Unknown description
case Otc::DatTranslucent: // Grounds that are translucent
thingAttributes.changesFloor = true;
break;
case Otc::Shift: // Thing must be drawed with offset
case Otc::DatDrawShift: // Must shift draw
thingAttributes.hasHeight = true;
thingAttributes.drawOffset = Fw::getU8(fin);
Fw::getU8(fin);
thingAttributes.drawOffset = Fw::getU16(fin);
Fw::getU16(fin);
break;
case Otc::Height: // pixels characters height
thingAttributes.drawNextOffset = Fw::getU8(fin);
Fw::getU8(fin);
case Otc::DatDrawHeight: // pixels characters height
thingAttributes.drawNextOffset = Fw::getU16(fin);
break;
case Otc::LyingObject: // Unknown, some corpses
//thingAttributes.hasHeight = true;
case Otc::DatLyingCorpse: // Some corpses
break;
case Otc::AnimateAlways: // Unknown, check if firesword is a kind of AnimateAlways.
case Otc::DatAnimateAlways: // Unknown, check if firesword is a kind of AnimateAlways.
break;
case Otc::Automap: // Minimap color
thingAttributes.miniMapColor = Fw::getU16(fin);
case Otc::DatMinimapColor: // Minimap color
thingAttributes.hasMiniMapColor = true;
thingAttributes.miniMapColor = Fw::getU16(fin);
break;
case Otc::LensHelp: // Unknown
if(Fw::getU16(fin) == 1112)
thingAttributes.readable = true;
case Otc::DatLensHelp: // Used for giving players tips?
Fw::getU16(fin);
break;
case Otc::FullBank: // Ground has no transparent pixels.
case Otc::DatFullGround: // Grounds that has no transparent pixels
break;
case Otc::IgnoreLook: // Ignore look, then looks at the item on the bottom of it.
case Otc::DatIgnoreLook: // Ignore look, then looks at the item on the bottom of it
thingAttributes.lookThrough = true;
break;
case Otc::Clothes: // Unknown
case Otc::DatClothe: // Clothes
break;
case Otc::Animation: // Not used in 8.62
case Otc::DatAnimation: // Not used in 8.62
break;
default:
throw std::runtime_error(Fw::mkstr("unknown .dat byte code: 0x", std::hex, (int)opt));
throw std::runtime_error(Fw::mkstr("unknown .dat byte code: ", (int)opt));
}
}

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