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authorJapa2010-05-12 13:09:33 +0000
committerJapa2010-05-12 13:09:33 +0000
commit586fd561c943ed0e171865506a4bd1b3ad04a87d (patch)
treec495cb7bb1a6fb2e9df1fd76d3cce8ef25d0aa75 /GroundMaterialConfiguration.cpp
parent4973b0360e04a75ea9aed468547f18458dcb8a99 (diff)
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all creatures are now fully colorable. example creatures included
Diffstat (limited to 'GroundMaterialConfiguration.cpp')
-rw-r--r--GroundMaterialConfiguration.cpp50
1 files changed, 3 insertions, 47 deletions
diff --git a/GroundMaterialConfiguration.cpp b/GroundMaterialConfiguration.cpp
index 12334c7..a6c14e2 100644
--- a/GroundMaterialConfiguration.cpp
+++ b/GroundMaterialConfiguration.cpp
@@ -106,29 +106,7 @@ void parseWallFloorSpriteElement( TiXmlElement* elemWallFloorSprite, vector<Terr
}
else
{
- sprite.shadeBy = ShadeNone;
- if( strcmp(spriteColorStr, "none") == 0)
- sprite.shadeBy = ShadeNone;
- if( strcmp(spriteColorStr, "xml") == 0)
- sprite.shadeBy = ShadeXml;
- if( strcmp(spriteColorStr, "material") == 0)
- sprite.shadeBy = ShadeMat;
- if( strcmp(spriteColorStr, "layer") == 0)
- sprite.shadeBy = ShadeLayer;
- if( strcmp(spriteColorStr, "vein") == 0)
- sprite.shadeBy = ShadeVein;
- if( strcmp(spriteColorStr, "material_fore") == 0)
- sprite.shadeBy = ShadeMatFore;
- if( strcmp(spriteColorStr, "material_back") == 0)
- sprite.shadeBy = ShadeMatBack;
- if( strcmp(spriteColorStr, "layer_fore") == 0)
- sprite.shadeBy = ShadeLayerFore;
- if( strcmp(spriteColorStr, "layer_back") == 0)
- sprite.shadeBy = ShadeLayerBack;
- if( strcmp(spriteColorStr, "vein_fore") == 0)
- sprite.shadeBy = ShadeVeinFore;
- if( strcmp(spriteColorStr, "vein_back") == 0)
- sprite.shadeBy = ShadeVeinBack;
+ sprite.shadeBy = getShadeType(spriteColorStr);
}
@@ -193,36 +171,14 @@ void parseWallFloorSpriteElement( TiXmlElement* elemWallFloorSprite, vector<Terr
}
else
{
- subSprite.shadeBy = ShadeNone;
- if( strcmp(subSpriteColorStr, "none") == 0)
- subSprite.shadeBy = ShadeNone;
- if( strcmp(subSpriteColorStr, "xml") == 0)
- subSprite.shadeBy = ShadeXml;
- if( strcmp(subSpriteColorStr, "material") == 0)
- subSprite.shadeBy = ShadeMat;
- if( strcmp(subSpriteColorStr, "layer") == 0)
- subSprite.shadeBy = ShadeLayer;
- if( strcmp(subSpriteColorStr, "vein") == 0)
- subSprite.shadeBy = ShadeVein;
- if( strcmp(subSpriteColorStr, "material_fore") == 0)
- subSprite.shadeBy = ShadeMatFore;
- if( strcmp(subSpriteColorStr, "material_back") == 0)
- subSprite.shadeBy = ShadeMatBack;
- if( strcmp(subSpriteColorStr, "layer_fore") == 0)
- subSprite.shadeBy = ShadeLayerFore;
- if( strcmp(subSpriteColorStr, "layer_back") == 0)
- subSprite.shadeBy = ShadeLayerBack;
- if( strcmp(subSpriteColorStr, "vein_fore") == 0)
- subSprite.shadeBy = ShadeVeinFore;
- if( strcmp(subSpriteColorStr, "vein_back") == 0)
- subSprite.shadeBy = ShadeVeinBack;
+ subSprite.shadeBy = getShadeType(subSpriteColorStr);
}
// check for local file definitions
const char* subfilename = elemSubType->Attribute("file");
if (subfilename != NULL && subfilename[0] != 0)
{
- subSprite.fileIndex = loadConfigImgFile((char*)subfilename,elemWallFloorSprite);
+ subSprite.fileIndex = loadConfigImgFile((char*)subfilename,elemSubType);
}
sprite.subSprites.push_back(subSprite);
}