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authorJapa2010-05-12 10:29:52 +0000
committerJapa2010-05-12 10:29:52 +0000
commitc519d1f44bf676fa4bc45323348555309183f253 (patch)
treed56dad7d09dadffd2cf9fd187dc77328c6f0de27 /ContentLoader.cpp
parent3de822060d8453814df4684a80b38b3a441b4742 (diff)
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added the ability to color creatures according to bodyparts. coming soon: coloring only part of a creature
Diffstat (limited to 'ContentLoader.cpp')
-rw-r--r--ContentLoader.cpp33
1 files changed, 30 insertions, 3 deletions
diff --git a/ContentLoader.cpp b/ContentLoader.cpp
index 933860a..fc83055 100644
--- a/ContentLoader.cpp
+++ b/ContentLoader.cpp
@@ -71,9 +71,7 @@ bool ContentLoader::Load(API& DF){
//classIdStrings = *tempClasses;
Mats = DF.getMaterials();
- Mats->ReadInorganicMaterials();
- Mats->ReadOrganicMaterials ();
- Mats->ReadCreatureTypes ();
+ Mats->ReadAllMaterials();
Bld = DF.getBuildings();
DFHack::memory_info *mem = DF.getMemoryInfo();
if(professionStrings.empty())
@@ -610,3 +608,32 @@ ALLEGRO_COLOR lookupMaterialColor(int matType,int matIndex)
}
else return al_map_rgb(255, 255, 255);
}
+
+ShadeBy getShadeType(const char* Input)
+{
+ if( strcmp(Input, "none") == 0)
+ return ShadeNone;
+ if( strcmp(Input, "xml") == 0)
+ return ShadeXml;
+ if( strcmp(Input, "material") == 0)
+ return ShadeMat;
+ if( strcmp(Input, "layer") == 0)
+ return ShadeLayer;
+ if( strcmp(Input, "vein") == 0)
+ return ShadeVein;
+ if( strcmp(Input, "material_fore") == 0)
+ return ShadeMatFore;
+ if( strcmp(Input, "material_back") == 0)
+ return ShadeMatBack;
+ if( strcmp(Input, "layer_fore") == 0)
+ return ShadeLayerFore;
+ if( strcmp(Input, "layer_back") == 0)
+ return ShadeLayerBack;
+ if( strcmp(Input, "vein_fore") == 0)
+ return ShadeVeinFore;
+ if( strcmp(Input, "vein_back") == 0)
+ return ShadeVeinBack;
+ if( strcmp(Input, "bodypart") == 0)
+ return ShadeBodyPart;
+ return ShadeNone;
+} \ No newline at end of file