comparison GUI/UI/UICharacter.cpp @ 2524:c7264ab7132f

Main menu rendered using d3d11
author a.parshin
date Fri, 10 Oct 2014 17:42:05 +0300
parents a77c34acdbc9
children a902abdfc7f2
comparison
equal deleted inserted replaced
2523:c532d5242055 2524:c7264ab7132f
767 { 767 {
768 uPlayerID = i + 1; 768 uPlayerID = i + 1;
769 break; 769 break;
770 } 770 }
771 771
772 pRenderer->ResetTextureClipRect(); 772 pRenderer->ResetUIClipRect();
773 pRenderer->DrawTextureIndexed(467, 0, pIcons_LOD->GetTexture(uTextureID_BACKDOLL));//Подложка 773 pRenderer->DrawTextureIndexed(467, 0, pIcons_LOD->GetTexture(uTextureID_BACKDOLL));//Подложка
774 if ( IsPlayerWearingWatersuit[uPlayerID] )//акваланг 774 if ( IsPlayerWearingWatersuit[uPlayerID] )//акваланг
775 { 775 {
776 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); 776 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]));
777 if ( !bRingsShownInCharScreen ) 777 if ( !bRingsShownInCharScreen )
778 pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor); 778 pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor);
779 //Рука не занята или ... 779 //Рука не занята или ...
780 if ( !player->GetItem(&PlayerEquipment::uMainHand) 780 if ( !player->GetItem(&PlayerEquipment::uMainHand)
781 || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED) 781 || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED)
782 && (player->GetMainHandItem()->GetItemEquipType() != PLAYER_SKILL_SPEAR 782 && (player->GetMainHandItem()->GetItemEquipType() != PLAYER_SKILL_SPEAR
783 || player->GetItem(&PlayerEquipment::uShield)) ) 783 || player->GetItem(&PlayerEquipment::uShield)) )
784 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], 784 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
785 pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); 785 pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1]));
786 //-----------------------------------------------------(Hand/Рука)--------------------------------------------------------------- 786 //-----------------------------------------------------(Hand/Рука)---------------------------------------------------------------
787 if ( player->GetItem(&PlayerEquipment::uMainHand) ) 787 if ( player->GetItem(&PlayerEquipment::uMainHand) )
788 { 788 {
789 item = player->GetMainHandItem(); 789 item = player->GetMainHandItem();
815 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); 815 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
816 } 816 }
817 else if ( item->uAttributes & ITEM_BROKEN ) 817 else if ( item->uAttributes & ITEM_BROKEN )
818 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); 818 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE)));
819 else if ( item->uAttributes & ITEM_IDENTIFIED ) 819 else if ( item->uAttributes & ITEM_IDENTIFIED )
820 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); 820 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE)));
821 else 821 else
822 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE))); 822 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE)));
823 823
824 if ( !bRingsShownInCharScreen ) 824 if ( !bRingsShownInCharScreen )
825 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE)), player->pEquipment.uMainHand); 825 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE)), player->pEquipment.uMainHand);
857 else if ( item->uAttributes & ITEM_BROKEN ) 857 else if ( item->uAttributes & ITEM_BROKEN )
858 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); 858 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)));
859 else if ( !(item->uAttributes & ITEM_IDENTIFIED) )//не опознанный лук зелёный 859 else if ( !(item->uAttributes & ITEM_IDENTIFIED) )//не опознанный лук зелёный
860 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); 860 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)));
861 else // опознанный лук 861 else // опознанный лук
862 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); 862 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)));
863 863
864 if ( !bRingsShownInCharScreen ) 864 if ( !bRingsShownInCharScreen )
865 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)), 865 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)),
866 player->pEquipment.uBow); 866 player->pEquipment.uBow);
867 } 867 }
916 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); 916 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
917 } 917 }
918 else if ( item->uAttributes & ITEM_BROKEN ) 918 else if ( item->uAttributes & ITEM_BROKEN )
919 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index])); 919 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index]));
920 else 920 else
921 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index])); 921 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index]));
922 922
923 if ( !bRingsShownInCharScreen ) 923 if ( !bRingsShownInCharScreen )
924 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index]), 924 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_texture[pBodyComplection][index]),
925 player->pEquipment.uCloak); 925 player->pEquipment.uCloak);
926 } 926 }
927 } 927 }
928 //-------------------------------(Paperdoll/Кукла)------------------------------------------- 928 //-------------------------------(Paperdoll/Кукла)-------------------------------------------
929 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1])); 929 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]));
930 //-------------------------------(Armor/Броня)----------------------------------------------- 930 //-------------------------------(Armor/Броня)-----------------------------------------------
931 if ( player->GetItem(&PlayerEquipment::uArmor) ) 931 if ( player->GetItem(&PlayerEquipment::uArmor) )
932 { 932 {
933 item = player->GetArmorItem(); 933 item = player->GetArmorItem();
934 switch ( item->uItemID ) 934 switch ( item->uItemID )
977 else if ( item->uAttributes & ITEM_BROKEN ) 977 else if ( item->uAttributes & ITEM_BROKEN )
978 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][0])); 978 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][0]));
979 else if ( !(item->uAttributes & ITEM_IDENTIFIED) ) 979 else if ( !(item->uAttributes & ITEM_IDENTIFIED) )
980 pRenderer->DrawTransparentGreenShade(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]); 980 pRenderer->DrawTransparentGreenShade(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]);
981 else 981 else
982 pRenderer->DrawTextureTransparent(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]); 982 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]]);
983 983
984 if ( !bRingsShownInCharScreen ) 984 if ( !bRingsShownInCharScreen )
985 pRenderer->DrawMaskToZBuffer(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]], 985 pRenderer->DrawMaskToZBuffer(item_X, item_Y, &pIcons_LOD->pTextures[paperdoll_armor_texture[pBodyComplection][index][0]],
986 player->pEquipment.uArmor); 986 player->pEquipment.uArmor);
987 } 987 }
1031 GetTickCount() * 0.1, 0, 255); 1031 GetTickCount() * 0.1, 0, 255);
1032 } 1032 }
1033 else if ( item->uAttributes & ITEM_BROKEN ) 1033 else if ( item->uAttributes & ITEM_BROKEN )
1034 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v59)); 1034 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v59));
1035 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1035 else if ( item->uAttributes & ITEM_IDENTIFIED )
1036 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v59)); 1036 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v59));
1037 else 1037 else
1038 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v59)); 1038 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v59));
1039 1039
1040 if ( !bRingsShownInCharScreen ) 1040 if ( !bRingsShownInCharScreen )
1041 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v59), player->pEquipment.uBoot); 1041 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v59), player->pEquipment.uBoot);
1044 //--------------------------------------------(Hand/Рука)------------------------------------------------------ 1044 //--------------------------------------------(Hand/Рука)------------------------------------------------------
1045 if ( !player->GetItem(&PlayerEquipment::uMainHand) 1045 if ( !player->GetItem(&PlayerEquipment::uMainHand)
1046 || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED) 1046 || ( player->GetMainHandItem()->GetItemEquipType() != EQUIP_TWO_HANDED)
1047 && (player->GetMainHandItem()->GetPlayerSkillType() != PLAYER_SKILL_SPEAR 1047 && (player->GetMainHandItem()->GetPlayerSkillType() != PLAYER_SKILL_SPEAR
1048 || player->GetItem(&PlayerEquipment::uShield)) ) 1048 || player->GetItem(&PlayerEquipment::uShield)) )
1049 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], 1049 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0],
1050 pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); 1050 pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1]));
1051 //--------------------------------------------(Belt/Пояс)------------------------------------------------------- 1051 //--------------------------------------------(Belt/Пояс)-------------------------------------------------------
1052 if ( player->GetItem(&PlayerEquipment::uBelt)) 1052 if ( player->GetItem(&PlayerEquipment::uBelt))
1053 { 1053 {
1054 item = player->GetBeltItem(); 1054 item = player->GetBeltItem();
1094 GetTickCount() * 0.1, 0, 255); 1094 GetTickCount() * 0.1, 0, 255);
1095 } 1095 }
1096 else if ( item->uAttributes & ITEM_BROKEN ) 1096 else if ( item->uAttributes & ITEM_BROKEN )
1097 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v75)); 1097 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v75));
1098 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1098 else if ( item->uAttributes & ITEM_IDENTIFIED )
1099 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v75)); 1099 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v75));
1100 else 1100 else
1101 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v75)); 1101 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v75));
1102 1102
1103 if ( !bRingsShownInCharScreen ) 1103 if ( !bRingsShownInCharScreen )
1104 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v75), player->pEquipment.uBelt); 1104 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v75), player->pEquipment.uBelt);
1170 } 1170 }
1171 } 1171 }
1172 else if ( item->uAttributes & ITEM_BROKEN ) 1172 else if ( item->uAttributes & ITEM_BROKEN )
1173 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v94)); 1173 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1174 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1174 else if ( item->uAttributes & ITEM_IDENTIFIED )
1175 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v94)); 1175 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1176 else 1176 else
1177 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v94)); 1177 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v94));
1178 1178
1179 } 1179 }
1180 } 1180 }
1207 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); 1207 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
1208 } 1208 }
1209 else if ( item->uAttributes & ITEM_BROKEN ) 1209 else if ( item->uAttributes & ITEM_BROKEN )
1210 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1210 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1211 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1211 else if ( item->uAttributes & ITEM_IDENTIFIED )
1212 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1212 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1213 else 1213 else
1214 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1])); 1214 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_armor_texture[pBodyComplection][index][1]));
1215 1215
1216 } 1216 }
1217 } 1217 }
1270 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); 1270 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
1271 } 1271 }
1272 else if ( item->uAttributes & ITEM_BROKEN ) 1272 else if ( item->uAttributes & ITEM_BROKEN )
1273 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index])); 1273 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index]));
1274 else 1274 else
1275 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index])); 1275 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index]));
1276 1276
1277 if ( !bRingsShownInCharScreen ) 1277 if ( !bRingsShownInCharScreen )
1278 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index]), 1278 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(paperdoll_cloak_collar_texture[pBodyComplection][index]),
1279 player->pEquipment.uCloak); 1279 player->pEquipment.uCloak);
1280 } 1280 }
1282 } 1282 }
1283 //--------------------------------------------(Beards/Борода)------------------------------------------------------- 1283 //--------------------------------------------(Beards/Борода)-------------------------------------------------------
1284 if ( player->uCurrentFace == 12 || player->uCurrentFace == 13 ) 1284 if ( player->uCurrentFace == 12 || player->uCurrentFace == 13 )
1285 { 1285 {
1286 if ( papredoll_dbrds[player->uCurrentFace] != pIcons_LOD->FindTextureByName("Pending") ) 1286 if ( papredoll_dbrds[player->uCurrentFace] != pIcons_LOD->FindTextureByName("Pending") )
1287 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_Beards[2 * player->uCurrentFace - 24], 1287 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_Beards[2 * player->uCurrentFace - 24],
1288 pPaperdoll_BodyY + pPaperdoll_Beards[2 * player->uCurrentFace - 23], 1288 pPaperdoll_BodyY + pPaperdoll_Beards[2 * player->uCurrentFace - 23],
1289 pIcons_LOD->GetTexture(papredoll_dbrds[player->uCurrentFace])); 1289 pIcons_LOD->GetTexture(papredoll_dbrds[player->uCurrentFace]));
1290 } 1290 }
1291 //--------------------------------------------(Helm/Шлем)------------------------------------------------------------ 1291 //--------------------------------------------(Helm/Шлем)------------------------------------------------------------
1292 if ( player->GetItem(&PlayerEquipment::uHelm) ) 1292 if ( player->GetItem(&PlayerEquipment::uHelm) )
1342 GetTickCount() * 0.1, 0, 255); 1342 GetTickCount() * 0.1, 0, 255);
1343 } 1343 }
1344 else if ( item->uAttributes & ITEM_BROKEN ) 1344 else if ( item->uAttributes & ITEM_BROKEN )
1345 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v127)); 1345 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v127));
1346 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1346 else if ( item->uAttributes & ITEM_IDENTIFIED )
1347 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v127)); 1347 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v127));
1348 else 1348 else
1349 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v127)); 1349 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v127));
1350 1350
1351 if ( !bRingsShownInCharScreen ) 1351 if ( !bRingsShownInCharScreen )
1352 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v127), player->pEquipment.uHelm); 1352 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v127), player->pEquipment.uHelm);
1384 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); 1384 pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255);
1385 } 1385 }
1386 else if ( item->uAttributes & ITEM_BROKEN ) 1386 else if ( item->uAttributes & ITEM_BROKEN )
1387 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); 1387 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE)));
1388 else if ( item->uAttributes & ITEM_IDENTIFIED ) 1388 else if ( item->uAttributes & ITEM_IDENTIFIED )
1389 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); 1389 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE)));
1390 else 1390 else
1391 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE))); 1391 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE)));
1392 1392
1393 if ( !bRingsShownInCharScreen ) 1393 if ( !bRingsShownInCharScreen )
1394 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE)), 1394 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE)),
1453 else if ( item->uAttributes & ITEM_BROKEN ) 1453 else if ( item->uAttributes & ITEM_BROKEN )
1454 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v153)); 1454 pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(v153));
1455 else if ( !(item->uAttributes & ITEM_IDENTIFIED) ) 1455 else if ( !(item->uAttributes & ITEM_IDENTIFIED) )
1456 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v153)); 1456 pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(v153));
1457 else 1457 else
1458 pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(v153)); 1458 pRenderer->DrawTextureIndexedAlpha(item_X, item_Y, pIcons_LOD->GetTexture(v153));
1459 1459
1460 if ( two_handed_left_fist )//two-handed - left fist/двуручие - левая кисть 1460 if ( two_handed_left_fist )//two-handed - left fist/двуручие - левая кисть
1461 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0], 1461 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0],
1462 pPaperdoll_BodyY + pPaperdollLeftEmptyHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhs[uPlayerID - 1])); 1462 pPaperdoll_BodyY + pPaperdollLeftEmptyHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhs[uPlayerID - 1]));
1463 if ( !bRingsShownInCharScreen ) 1463 if ( !bRingsShownInCharScreen )
1464 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v153), player->pEquipment.uShield); 1464 pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(v153), player->pEquipment.uShield);
1465 } 1465 }
1466 } 1466 }
1467 //--------------------------------------------------------(RightHand/Правая кисть)-------------------------------------------------- 1467 //--------------------------------------------------------(RightHand/Правая кисть)--------------------------------------------------
1468 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_drhs[uPlayerID - 1])); 1468 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_drhs[uPlayerID - 1]));
1469 //---------------------------------------------(two-handed - hand/Двуручие - рука)-------------------------------------------------- 1469 //---------------------------------------------(two-handed - hand/Двуручие - рука)--------------------------------------------------
1470 if ( player->GetItem(&PlayerEquipment::uMainHand) ) 1470 if ( player->GetItem(&PlayerEquipment::uMainHand) )
1471 { 1471 {
1472 if ( player->GetMainHandItem()->GetItemEquipType() == EQUIP_TWO_HANDED 1472 if ( player->GetMainHandItem()->GetItemEquipType() == EQUIP_TWO_HANDED
1473 || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR 1473 || player->GetMainHandItem()->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
1474 && !player->GetItem(&PlayerEquipment::uShield) ) 1474 && !player->GetItem(&PlayerEquipment::uShield) )
1475 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], 1475 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
1476 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1])); 1476 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1]));
1477 } 1477 }
1478 //--------------------------------------------------------(two-handed - fist/двуручие - кисть)---------------------------------------------------- 1478 //--------------------------------------------------------(two-handed - fist/двуручие - кисть)----------------------------------------------------
1479 if ( player->GetItem(&PlayerEquipment::uMainHand)) 1479 if ( player->GetItem(&PlayerEquipment::uMainHand))
1480 { 1480 {
1481 item = player->GetMainHandItem(); 1481 item = player->GetMainHandItem();
1482 if ( item->GetItemEquipType() == EQUIP_TWO_HANDED 1482 if ( item->GetItemEquipType() == EQUIP_TWO_HANDED
1483 || item->GetPlayerSkillType() == PLAYER_SKILL_SPEAR 1483 || item->GetPlayerSkillType() == PLAYER_SKILL_SPEAR
1484 && !player->GetItem(&PlayerEquipment::uShield) ) 1484 && !player->GetItem(&PlayerEquipment::uShield) )
1485 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], 1485 pRenderer->DrawTextureIndexedAlpha(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
1486 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], 1486 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1],
1487 pIcons_LOD->GetTexture(papredoll_dlhus[uPlayerID - 1])); 1487 pIcons_LOD->GetTexture(papredoll_dlhus[uPlayerID - 1]));
1488 } 1488 }
1489 if ( !bRingsShownInCharScreen )//рисование лупы 1489 if ( !bRingsShownInCharScreen )//рисование лупы
1490 pRenderer->DrawTextureTransparent(603, 299, pIcons_LOD->GetTexture(uTextureID_MAGNIF_B)); 1490 pRenderer->DrawTextureIndexedAlpha(603, 299, pIcons_LOD->GetTexture(uTextureID_MAGNIF_B));
1491 pRenderer->DrawTextureTransparent(468, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));//обрамление 1491 pRenderer->DrawTextureIndexedAlpha(468, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));//обрамление
1492 } 1492 }
1493 1493
1494 //----- (0041A2D1) -------------------------------------------------------- 1494 //----- (0041A2D1) --------------------------------------------------------
1495 void CharacterUI_InventoryTab_Draw(Player *player, bool a2) 1495 void CharacterUI_InventoryTab_Draw(Player *player, bool a2)
1496 { 1496 {
1549 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsIdentified() || pCurrentScreen != SCREEN_HOUSE) 1549 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsIdentified() || pCurrentScreen != SCREEN_HOUSE)
1550 { 1550 {
1551 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsBroken()) 1551 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsBroken())
1552 pRenderer->DrawTransparentRedShade(uCellX, uCellY, pTexture); 1552 pRenderer->DrawTransparentRedShade(uCellX, uCellY, pTexture);
1553 else 1553 else
1554 pRenderer->DrawTextureTransparent(uCellX, uCellY, pTexture); 1554 pRenderer->DrawTextureIndexedAlpha(uCellX, uCellY, pTexture);
1555 } 1555 }
1556 else 1556 else
1557 pRenderer->DrawTransparentGreenShade(uCellX, uCellY, pTexture); 1557 pRenderer->DrawTransparentGreenShade(uCellX, uCellY, pTexture);
1558 ZBuffer_Fill(&pRenderer->pActiveZBuffer[v17], item_texture_id, player->pInventoryMatrix[i]); 1558 ZBuffer_Fill(&pRenderer->pActiveZBuffer[v17], item_texture_id, player->pInventoryMatrix[i]);
1559 continue; 1559 continue;
1590 if (item->IsBroken()) 1590 if (item->IsBroken())
1591 pRenderer->DrawTransparentRedShade(x, y, item_texture); 1591 pRenderer->DrawTransparentRedShade(x, y, item_texture);
1592 else if (!item->IsIdentified()) 1592 else if (!item->IsIdentified())
1593 pRenderer->DrawTransparentGreenShade(x, y, item_texture); 1593 pRenderer->DrawTransparentGreenShade(x, y, item_texture);
1594 else 1594 else
1595 pRenderer->DrawTextureTransparent(x, y, item_texture); 1595 pRenderer->DrawTextureIndexedAlpha(x, y, item_texture);
1596 1596
1597 pRenderer->ZBuffer_Fill_2(x, y, item_texture, id); 1597 pRenderer->ZBuffer_Fill_2(x, y, item_texture, id);
1598 } 1598 }
1599 } 1599 }
1600 1600
1601 //----- (0043E825) -------------------------------------------------------- 1601 //----- (0043E825) --------------------------------------------------------
1602 void CharacterUI_DrawPaperdollWithRingOverlay(Player *player) 1602 void CharacterUI_DrawPaperdollWithRingOverlay(Player *player)
1603 { 1603 {
1604 CharacterUI_DrawPaperdoll(player); 1604 CharacterUI_DrawPaperdoll(player);
1605 pRenderer->DrawTextureTransparent(0x1D9u, 0, pIcons_LOD->GetTexture(uTextureID_BACKHAND)); 1605 pRenderer->DrawTextureIndexedAlpha(0x1D9u, 0, pIcons_LOD->GetTexture(uTextureID_BACKHAND));
1606 pRenderer->DrawTextureTransparent(0x1D4u, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop)); 1606 pRenderer->DrawTextureIndexedAlpha(0x1D4u, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));
1607 pRenderer->DrawTextureIndexed(pCharacterScreen_DetalizBtn->uX, pCharacterScreen_DetalizBtn->uY, 1607 pRenderer->DrawTextureIndexed(pCharacterScreen_DetalizBtn->uX, pCharacterScreen_DetalizBtn->uY,
1608 pIcons_LOD->GetTexture(uTextureID_detaliz_close_button)); 1608 pIcons_LOD->GetTexture(uTextureID_detaliz_close_button));
1609 for (uint i = 0; i < 6; ++i) 1609 for (uint i = 0; i < 6; ++i)
1610 { 1610 {
1611 if (!player->pEquipment.uRings[i]) 1611 if (!player->pEquipment.uRings[i])