Mercurial > mm7
diff UI/UICharacter.cpp @ 1709:8251e59fd7c1
ITEM_ENCHANTED to ITEM_HARDENED, created helper functions to get params from itemtable for ItemGens
author | Grumpy7 |
---|---|
date | Tue, 24 Sep 2013 07:29:55 +0200 |
parents | 5cbd88f8a2eb |
children | bc0fa6153fe1 |
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--- a/UI/UICharacter.cpp Mon Sep 23 07:07:06 2013 +0200 +++ b/UI/UICharacter.cpp Tue Sep 24 07:29:55 2013 +0200 @@ -777,8 +777,8 @@ pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), player->pEquipment.uArmor); //Рука не занята или ... if ( !player->pEquipment.uMainHand - || ( pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[player->pEquipment.uMainHand - 1].uItemID].uEquipType != EQUIP_MAIN_HAND) - && (pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[player->pEquipment.uMainHand - 1].uItemID].uSkillType != PLAYER_SKILL_SPEAR + || ( pPlayers[uPlayerID]->pInventoryItemList[player->pEquipment.uMainHand - 1].GetItemEquipType() != EQUIP_MAIN_HAND) + && (pPlayers[uPlayerID]->pInventoryItemList[player->pEquipment.uMainHand - 1].GetItemEquipType() != PLAYER_SKILL_SPEAR || pPlayers[uPlayerID]->pEquipment.uShield) ) pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); @@ -791,7 +791,7 @@ if ( item->uItemID == 64 ) //blaster v166 = "item64v1"; else - v166 = pItemsTable->pItems[item->uItemID].pIconName; + v166 = item->GetIconName(); if ( !( item->uAttributes & 0xF0 ) ) { if ( item->uAttributes & 2 ) @@ -839,13 +839,13 @@ if ( !(item->uAttributes & 0xF0) )// если не применён закл { if ( item->uAttributes & 2 ) - pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTransparentRedShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); else { if ( !(item->uAttributes & 1) )//не опознанный лук зелёный - pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTransparentGreenShade(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); else // опознанный лук - pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE))); + pRenderer->DrawTextureTransparent(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE))); } } else @@ -865,12 +865,12 @@ item->uAttributes &= 0xFFFFFF0Fu; ptr_50C9A4_ItemToEnchant = 0; } - pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE)), + pRenderer->DrawAura(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)), pIcons_LOD->LoadTexturePtr(container, TEXTURE_16BIT_PALETTE), GetTickCount() * 0.1, 0, 255); } if ( !bRingsShownInCharScreen ) - pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE)), + pRenderer->DrawMaskToZBuffer(item_X, item_Y, pIcons_LOD->GetTexture(pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE)), pPlayers[uPlayerID]->pEquipment.uBow); } //-----------------------------(Cloak/Плащ)--------------------------------------------------------- @@ -1062,8 +1062,8 @@ } //--------------------------------------------(Hand/Рука)------------------------------------------------------ if ( !pPlayers[uPlayerID]->pEquipment.uMainHand - || ( pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand -1].uItemID].uEquipType != EQUIP_MAIN_HAND) - && (pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand -1].uItemID].uSkillType != PLAYER_SKILL_SPEAR + || ( pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand -1].GetItemEquipType() != EQUIP_MAIN_HAND) + && (pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand -1].GetItemEquipType() != PLAYER_SKILL_SPEAR || pPlayers[uPlayerID]->pEquipment.uShield) ) pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1])); @@ -1130,8 +1130,8 @@ //---------------------------------------------(Hand2/Рука2)-------------------------------------------------- if ( pPlayers[uPlayerID]->pEquipment.uMainHand ) { - if ( pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand - 1].uItemID].uEquipType == EQUIP_MAIN_HAND - || pItemsTable->pItems[pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand - 1].uItemID].uSkillType == PLAYER_SKILL_SPEAR + if ( pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand - 1].GetItemEquipType() == EQUIP_MAIN_HAND + || pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand - 1].GetItemEquipType() == PLAYER_SKILL_SPEAR && !pPlayers[uPlayerID]->pEquipment.uShield ) pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1])); @@ -1407,7 +1407,7 @@ if ( item->uItemID == 64 ) v181 = "item64v1"; else - v181 = pItemsTable->pItems[item->uItemID].pIconName; + v181 = item->GetIconName(); if ( !(item->uAttributes & 0xF0) ) { if ( item->uAttributes & 2 ) @@ -1448,8 +1448,8 @@ if ( pPlayers[uPlayerID]->pEquipment.uShield ) { item = &pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uShield - 1]; - if ( pItemsTable->pItems[item->uItemID].uSkillType == PLAYER_SKILL_DAGGER - || pItemsTable->pItems[item->uItemID].uSkillType == PLAYER_SKILL_SWORD ) + if ( item->GetPlayerSkillType() == PLAYER_SKILL_DAGGER + || item->GetPlayerSkillType() == PLAYER_SKILL_SWORD ) { //v151 = item->uItemID - 400; item_X = 596; @@ -1478,7 +1478,7 @@ item_X = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][0][0] - pItemsTable->pItems[item->uItemID].uEquipX; item_Y = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][0][1] - pItemsTable->pItems[item->uItemID].uEquipY; } - v153 = pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE); + v153 = pIcons_LOD->LoadTexture(item->GetIconName(), TEXTURE_16BIT_PALETTE); if ( !(item->uAttributes & 0xF0) ) { if ( item->uAttributes & 2 ) @@ -1525,8 +1525,8 @@ if ( pPlayers[uPlayerID]->pEquipment.uMainHand ) { item = &pPlayers[uPlayerID]->pInventoryItemList[pPlayers[uPlayerID]->pEquipment.uMainHand - 1]; - if ( pItemsTable->pItems[item->uItemID].uEquipType == EQUIP_MAIN_HAND - || pItemsTable->pItems[item->uItemID].uSkillType == PLAYER_SKILL_SPEAR + if ( item->GetItemEquipType() == EQUIP_MAIN_HAND + || item->GetItemEquipType() == PLAYER_SKILL_SPEAR && !pPlayers[uPlayerID]->pEquipment.uShield ) pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], @@ -1558,7 +1558,7 @@ continue; uCellY = 32 * (i / 14) + 17; uCellX = 32 * (i % 14) + 14; - uint item_texture_id = pIcons_LOD->LoadTexture(pItemsTable->pItems[player->pInventoryItemList[player->pInventoryMatrix[i] - 1].uItemID].pIconName, TEXTURE_16BIT_PALETTE); + uint item_texture_id = pIcons_LOD->LoadTexture(player->pInventoryItemList[player->pInventoryMatrix[i] - 1].GetIconName(), TEXTURE_16BIT_PALETTE); pTexture = pIcons_LOD->GetTexture(item_texture_id); if (pTexture->uTextureWidth < 14) pTexture->uTextureWidth = 14; @@ -1608,7 +1608,7 @@ static void CharacterUI_DrawItem(int x, int y, ItemGen *item, int id) { - auto item_texture = pIcons_LOD->LoadTexturePtr(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE); + auto item_texture = pIcons_LOD->LoadTexturePtr(item->GetIconName(), TEXTURE_16BIT_PALETTE); if (item->uAttributes & 0xF0) // enchant animation { @@ -2342,13 +2342,13 @@ _this.Reset(); v1 = pPlayers[uActiveCharacter]->pEquipment.uMainHand; v2 = pPlayers[uActiveCharacter]->pEquipment.uShield; - if ( v1 && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1]].uEquipType == EQUIP_MAIN_HAND ) + if ( v1 && pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1].GetItemEquipType() == EQUIP_MAIN_HAND ) v51 = v1; v3 = pParty->pPickedItem.uItemID; if ( pParty->pPickedItem.uItemID ) { - pEquipType = pItemsTable->pItems[pParty->pPickedItem.uItemID].uEquipType; - pSkillType = pItemsTable->pItems[pParty->pPickedItem.uItemID].uSkillType; + pEquipType = pParty->pPickedItem.GetItemEquipType(); + pSkillType = pParty->pPickedItem.GetItemEquipType(); if ( pSkillType == 4 ) { if ( v2 ) @@ -2366,7 +2366,7 @@ { if ( (pSkillType == 8 || pSkillType == 1 || pSkillType == 2) && v1 - && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1]].uSkillType == 4 ) + && pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1].GetPlayerSkillType() == 4 ) { LOBYTE(v5) = pPlayers[uActiveCharacter]->GetActualSkillLevel(PLAYER_SKILL_SPEAR); if ( (signed int)SkillToMastery(v5) < 3 ) @@ -2672,7 +2672,7 @@ { v36 = v34 - 1; v38 = &pPlayers[uActiveCharacter]->pInventoryItemList[v36]; - pEquipType = pItemsTable->pItems[v38->uItemID].uEquipType; + pEquipType = v38->GetItemEquipType(); if ( v38->uItemID == ITEM_WETSUIT ) { if ( bUnderwater )