comparison UI/UICharacter.cpp @ 1822:5f9eeb7bf8e6

Finishing Player.cpp, fixing some bugs
author Grumpy7
date Wed, 09 Oct 2013 08:06:26 +0200
parents 0f1543750bf8
children 211dfe2d8db1
comparison
equal deleted inserted replaced
1821:49a4db499c0a 1822:5f9eeb7bf8e6
1135 && !player->GetItem(&PlayerEquipment::uShield) ) 1135 && !player->GetItem(&PlayerEquipment::uShield) )
1136 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], 1136 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
1137 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1])); 1137 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1]));
1138 } 1138 }
1139 //--------------------------------(Shoulder/Плечи)--------------------------------------------- 1139 //--------------------------------(Shoulder/Плечи)---------------------------------------------
1140 item = player->GetArmorItem(); 1140 if (player->GetItem(&PlayerEquipment::uArmor))
1141 switch ( item->uItemID ) 1141 {
1142 { 1142 item = player->GetArmorItem();
1143 switch ( item->uItemID )
1144 {
1143 case ITEM_ARTIFACT_GOVERNORS_ARMOR: 1145 case ITEM_ARTIFACT_GOVERNORS_ARMOR:
1144 index = 15; 1146 index = 15;
1145 break; 1147 break;
1146 case ITEM_ARTIFACT_YORUBA: 1148 case ITEM_ARTIFACT_YORUBA:
1147 index = 14; 1149 index = 14;
1153 index = 16; 1155 index = 16;
1154 break; 1156 break;
1155 default: 1157 default:
1156 index = item->uItemID - 66; 1158 index = item->uItemID - 66;
1157 break; 1159 break;
1158 } 1160 }
1159 if ( index >= 0 && index < 17 ) 1161 if ( index >= 0 && index < 17 )
1160 { 1162 {
1161 if ( player->GetItem(&PlayerEquipment::uMainHand) 1163 if ( player->GetItem(&PlayerEquipment::uMainHand)
1162 && (player->GetMainHandItem()->GetItemEquipType() == EQUIP_MAIN_HAND 1164 && (player->GetMainHandItem()->GetItemEquipType() == EQUIP_MAIN_HAND
1163 || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR 1165 || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
1164 && !player->GetItem(&PlayerEquipment::uShield) ))//без щита 1166 && !player->GetItem(&PlayerEquipment::uShield) ))//без щита
1165 {
1166 v94 = paperdoll_armor_texture[pBodyComplection][index][2];
1167 if ( paperdoll_armor_texture[pBodyComplection][index][2] == pIcons_LOD->FindTextureByName("pending") )
1168 { 1167 {
1169 v94 = paperdoll_armor_texture[pBodyComplection][index][1]; 1168 v94 = paperdoll_armor_texture[pBodyComplection][index][2];
1170 item_X = pPaperdoll_BodyX + paperdoll_shoulder_coord[pBodyComplection][index][0]; 1169 if ( paperdoll_armor_texture[pBodyComplection][index][2] == pIcons_LOD->FindTextureByName("pending") )
1171 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_coord[pBodyComplection][index][1];
1172 }
1173 else
1174 {
1175 item_X = pPaperdoll_BodyX + paperdoll_shoulder_second_coord[pBodyComplection][index][0];
1176 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_second_coord[pBodyComplection][index][1];
1177 }
1178 if ( v94 != pIcons_LOD->FindTextureByName("pending") )
1179 {
1180 if ( !(item->uAttributes & 0xF0) )
1181 { 1170 {
1182 if ( item->uAttributes & 2 ) 1171 v94 = paperdoll_armor_texture[pBodyComplection][index][1];
1183 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v94)); 1172 item_X = pPaperdoll_BodyX + paperdoll_shoulder_coord[pBodyComplection][index][0];
1184 else 1173 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_coord[pBodyComplection][index][1];
1185 {
1186 if ( item->uAttributes & 1 )
1187 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1188 else
1189 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1190 }
1191 } 1174 }
1192 else 1175 else
1193 { 1176 {
1194 if ( paperdoll_armor_texture[pBodyComplection][index][2] != pIcons_LOD->FindTextureByName("pending") ) 1177 item_X = pPaperdoll_BodyX + paperdoll_shoulder_second_coord[pBodyComplection][index][0];
1178 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_second_coord[pBodyComplection][index][1];
1179 }
1180 if ( v94 != pIcons_LOD->FindTextureByName("pending") )
1181 {
1182 if ( !(item->uAttributes & 0xF0) )
1195 { 1183 {
1196 if ( item->uAttributes & 0xF0 ) 1184 if ( item->uAttributes & 2 )
1185 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1186 else
1197 { 1187 {
1198 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_RED ) 1188 if ( item->uAttributes & 1 )
1199 container = "sptext01"; 1189 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1200 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_BLUE ) 1190 else
1201 container = "sp28a"; 1191 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1202 if ( ( item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_GREEN ) 1192 }
1203 container = "sp30a"; 1193 }
1204 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_PURPLE ) 1194 else
1205 container = "sp91a"; 1195 {
1206 _50C9A8_item_enchantment_timer -= pEventTimer->uTimeElapsed; 1196 if ( paperdoll_armor_texture[pBodyComplection][index][2] != pIcons_LOD->FindTextureByName("pending") )
1207 if ( _50C9A8_item_enchantment_timer <= 0 ) 1197 {
1198 if ( item->uAttributes & 0xF0 )
1208 { 1199 {
1209 _50C9A8_item_enchantment_timer = 0; 1200 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_RED )
1210 item->uAttributes &= 0xFFFFFF0Fu; 1201 container = "sptext01";
1211 ptr_50C9A4_ItemToEnchant = 0; 1202 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_BLUE )
1203 container = "sp28a";
1204 if ( ( item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_GREEN )
1205 container = "sp30a";
1206 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_PURPLE )
1207 container = "sp91a";
1208 _50C9A8_item_enchantment_timer -= pEventTimer->uTimeElapsed;
1209 if ( _50C9A8_item_enchantment_timer <= 0 )
1210 {
1211 _50C9A8_item_enchantment_timer = 0;
1212 item->uAttributes &= 0xFFFFFF0Fu;
1213 ptr_50C9A4_ItemToEnchant = 0;
1214 }
1215 pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(v94), pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE),
1216 GetTickCount() * 0.1, 0, 255);
1212 } 1217 }
1213 pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(v94), pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE),
1214 GetTickCount() * 0.1, 0, 255);
1215 } 1218 }
1216 } 1219 }
1217 } 1220 }
1218 } 1221 }
1219 } 1222 else//без ничего или с щитом
1220 else//без ничего или с щитом
1221 {
1222 //v94 = paperdoll_armor_texture[pBodyComplection][index][1];
1223 if ( paperdoll_armor_texture[pBodyComplection][index][1] != pIcons_LOD->FindTextureByName("pending") )
1224 { 1223 {
1225 item_X = pPaperdoll_BodyX + paperdoll_shoulder_coord[pBodyComplection][index][0]; 1224 //v94 = paperdoll_armor_texture[pBodyComplection][index][1];
1226 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_coord[pBodyComplection][index][1]; 1225 if ( paperdoll_armor_texture[pBodyComplection][index][1] != pIcons_LOD->FindTextureByName("pending") )
1227 if ( !(item->uAttributes & 0xF0) )
1228 { 1226 {
1229 if ( item->uAttributes & 2 ) 1227 item_X = pPaperdoll_BodyX + paperdoll_shoulder_coord[pBodyComplection][index][0];
1230 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1228 item_Y = pPaperdoll_BodyY + paperdoll_shoulder_coord[pBodyComplection][index][1];
1229 if ( !(item->uAttributes & 0xF0) )
1230 {
1231 if ( item->uAttributes & 2 )
1232 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1233 else
1234 {
1235 if ( item->uAttributes & 1 )
1236 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1237 else
1238 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1239 }
1240 }
1231 else 1241 else
1232 { 1242 {
1233 if ( item->uAttributes & 1 ) 1243 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_RED )
1234 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1244 container = "sptext01";
1235 else 1245 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_BLUE )
1236 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1246 container = "sp28a";
1247 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_GREEN )
1248 container = "sp30a";
1249 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_PURPLE )
1250 container = "sp91a";
1251 _50C9A8_item_enchantment_timer -= pEventTimer->uTimeElapsed;
1252 if ( _50C9A8_item_enchantment_timer <= 0 )
1253 {
1254 _50C9A8_item_enchantment_timer = 0;
1255 item->uAttributes &= 0xFFFFFF0Fu;
1256 ptr_50C9A4_ItemToEnchant = 0;
1257 }
1258 pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]),
1259 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
1237 } 1260 }
1238 }
1239 else
1240 {
1241 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_RED )
1242 container = "sptext01";
1243 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_BLUE )
1244 container = "sp28a";
1245 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_GREEN )
1246 container = "sp30a";
1247 if ( (item->uAttributes & 0xF0) == ITEM_AURA_EFFECT_PURPLE )
1248 container = "sp91a";
1249 _50C9A8_item_enchantment_timer -= pEventTimer->uTimeElapsed;
1250 if ( _50C9A8_item_enchantment_timer <= 0 )
1251 {
1252 _50C9A8_item_enchantment_timer = 0;
1253 item->uAttributes &= 0xFFFFFF0Fu;
1254 ptr_50C9A4_ItemToEnchant = 0;
1255 }
1256 pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]),
1257 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
1258 } 1261 }
1259 } 1262 }
1260 } 1263 }
1261 } 1264 }
1262 //----------------------------------------------(Cloak collar/воротник плаща)------------------------------------- 1265 //----------------------------------------------(Cloak collar/воротник плаща)-------------------------------------