From b8600169ef71d2b435684f3f868cebb76b34350f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Petr=20Mr=C3=A1zek?= Date: Tue, 1 Jun 2010 21:06:16 +0200 Subject: [PATCH] Minor comments and other changes --- library/include/dfhack/DFTileTypes.h | 51 ++++++++++++++------------ output/Memory.xml | 25 +++++++++---- tools/playground/incrementalsearch.cpp | 31 +++------------- 3 files changed, 51 insertions(+), 56 deletions(-) diff --git a/library/include/dfhack/DFTileTypes.h b/library/include/dfhack/DFTileTypes.h index 920c1541f..df0e3c873 100644 --- a/library/include/dfhack/DFTileTypes.h +++ b/library/include/dfhack/DFTileTypes.h @@ -29,9 +29,10 @@ distribution. namespace DFHack { + // tile class -- determines the general shape of the tile enum TileClass { - EMPTY, + EMPTY,// empty WALL, PILLAR, @@ -41,10 +42,10 @@ namespace DFHack STAIR_DOWN, STAIR_UPDOWN, - RAMP, - RAMP_TOP, + RAMP,// ramps have no direction + RAMP_TOP,// the top of a ramp. I assume it's used for path finding. - FLOOR, + FLOOR,// generic floor TREE_DEAD, TREE_OK, SAPLING_DEAD, @@ -54,29 +55,31 @@ namespace DFHack BOULDER, PEBBLES }; + // material -- what material the tile is made of enum TileMaterial { - AIR, - SOIL, - STONE, - FEATSTONE, // whatever it is - OBSIDIAN, - - VEIN, - ICE, - GRASS, - GRASS2, - GRASS_DEAD, - GRASS_DRY, - DRIFTWOOD, - HFS, - MAGMA, - CAMPFIRE, - FIRE, - ASHES, - CONSTRUCTED, - CYAN_GLOW + AIR,// empty + SOIL,// ordinary soil. material depends on geology + STONE,// ordinary layer stone. material depends on geology + FEATSTONE,// map feature stone. used for things like hell, the hell temple or adamantine tubes. material depends on local/global feature + OBSIDIAN,// cast obsidian + + VEIN,// vein stone. material depends on mineral veins present + ICE,// frozen water... not much to say. you can determine what was on the tile before it froze by looking into the 'ice vein' objects + GRASS,// grass (has 4 variants) + GRASS2,// grass (has 4 variants) + GRASS_DEAD,// dead grass (has 4 variants) + GRASS_DRY,// dry grass (has 4 variants) + DRIFTWOOD,// non-specified wood - normally on top of the local layer stone/soil. + HFS,// the stuff demon pits are made of - this makes them different from ordinary pits. + MAGMA,// material for semi-molten rock and 'magma flow' tiles + CAMPFIRE,// human armies make them when they siege. The original tile may be lost? + FIRE,// burning grass + ASHES,// what remains from a FIRE + CONSTRUCTED,// tile material depends on the construction present + CYAN_GLOW// the glowy stuff that disappears from the demon temple when you take the sword. }; + // variants are used for tiles, where there are multiple variants of the same - like grass floors enum TileVariant { VAR_1, diff --git a/output/Memory.xml b/output/Memory.xml index 8ef8b5984..d5eae8cda 100755 --- a/output/Memory.xml +++ b/output/Memory.xml @@ -1816,6 +1816,24 @@ map_data_1b60_offset 0x1B9c 0x1A14 0xE0 0xF6 + Translations ============ @@ -1831,13 +1849,6 @@ map_data_1b60_offset 0x1B9c
0x92D0144
0x165b290 0x14