tibia-client/src/otclient/core/creature.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "creature.h"
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#include "thingstype.h"
#include "localplayer.h"
#include "map.h"
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#include "tile.h"
#include "item.h"
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#include "game.h"
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#include "effect.h"
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#include <framework/graphics/graphics.h>
#include <framework/core/eventdispatcher.h>
#include <framework/core/clock.h>
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#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/paintershadersources.h>
#include <framework/graphics/texturemanager.h>
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#include "spritemanager.h"
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Creature::Creature() : Thing()
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{
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m_healthPercent = 0;
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m_showVolatileSquare = false;
m_showStaticSquare = false;
m_direction = Otc::South;
m_walking = false;
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m_walkInterval = 0;
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m_walkAnimationInterval = 0;
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m_walkTurnDirection = Otc::InvalidDirection;
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m_skull = Otc::SkullNone;
m_shield = Otc::ShieldNone;
m_emblem = Otc::EmblemNone;
m_shieldBlink = false;
m_showShieldTexture = true;
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m_informationFont = g_fonts.getFont("verdana-11px-rounded");
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}
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PainterShaderProgramPtr outfitProgram;
int HEAD_COLOR_UNIFORM = 10;
int BODY_COLOR_UNIFORM = 11;
int LEGS_COLOR_UNIFORM = 12;
int FEET_COLOR_UNIFORM = 13;
int MASK_TEXTURE_UNIFORM = 14;
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void Creature::draw(const Point& dest, float scaleFactor)
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{
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int scaledTileSize = Otc::TILE_PIXELS * scaleFactor;
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if(m_showVolatileSquare) {
g_painter.setColor(m_volatileSquareColor);
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g_painter.drawBoundingRect(Rect(dest + (m_walkOffset - getDisplacement() + 3)*scaleFactor, Size(28*scaleFactor, 28*scaleFactor)), 2*scaleFactor);
}
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if(m_showStaticSquare) {
g_painter.setColor(m_staticSquareColor);
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g_painter.drawBoundingRect(Rect(dest + (m_walkOffset - getDisplacement() + 1)*scaleFactor, Size(scaledTileSize, scaledTileSize)), 2*scaleFactor);
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}
g_painter.setColor(Fw::white);
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if(!outfitProgram) {
outfitProgram = PainterShaderProgramPtr(new PainterShaderProgram);
outfitProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
outfitProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/outfit.frag");
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assert(outfitProgram->link());
outfitProgram->bindUniformLocation(HEAD_COLOR_UNIFORM, "headColor");
outfitProgram->bindUniformLocation(BODY_COLOR_UNIFORM, "bodyColor");
outfitProgram->bindUniformLocation(LEGS_COLOR_UNIFORM, "legsColor");
outfitProgram->bindUniformLocation(FEET_COLOR_UNIFORM, "feetColor");
outfitProgram->bindUniformLocation(MASK_TEXTURE_UNIFORM, "maskTexture");
}
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// Render creature
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if(m_outfit.getCategory() == ThingsType::Creature) {
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for(m_yPattern = 0; m_yPattern < getNumPatternsY(); m_yPattern++) {
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// continue if we dont have this addon.
if(m_yPattern > 0 && !(m_outfit.getAddons() & (1 << (m_yPattern-1))))
continue;
g_painter.setCustomProgram(outfitProgram);
outfitProgram->bind();
outfitProgram->setUniformValue(HEAD_COLOR_UNIFORM, m_outfit.getHeadColor());
outfitProgram->setUniformValue(BODY_COLOR_UNIFORM, m_outfit.getBodyColor());
outfitProgram->setUniformValue(LEGS_COLOR_UNIFORM, m_outfit.getLegsColor());
outfitProgram->setUniformValue(FEET_COLOR_UNIFORM, m_outfit.getFeetColor());
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for(int h = 0; h < getDimensionHeight(); h++) {
for(int w = 0; w < getDimensionWidth(); w++) {
int spriteId = getSpriteId(w, h, 0, m_xPattern, m_yPattern, m_zPattern, m_animation);
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if(!spriteId)
continue;
TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId);
if(!spriteTex)
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continue;
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TexturePtr maskTex;
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if(getLayers() > 1) {
int maskId = getSpriteId(w, h, 1, m_xPattern, m_yPattern, m_zPattern, m_animation);
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maskTex = g_sprites.getSpriteTexture(maskId);
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}
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outfitProgram->setUniformTexture(MASK_TEXTURE_UNIFORM, maskTex, 1);
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Rect drawRect(dest.x + (m_walkOffset.x - w*Otc::TILE_PIXELS - getDisplacementX())*scaleFactor,
dest.y + (m_walkOffset.y - h*Otc::TILE_PIXELS - getDisplacementY())*scaleFactor,
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scaledTileSize, scaledTileSize);
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g_painter.drawTexturedRect(drawRect, spriteTex);
}
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}
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g_painter.releaseCustomProgram();
}
}
else if(m_outfit.getCategory() == ThingsType::Item) {
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for(int l = 0; l < getLayers(); l++)
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internalDraw(dest + m_walkOffset * scaleFactor, scaleFactor, l);
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}
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else if(m_outfit.getCategory() == ThingsType::Effect)
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internalDraw(dest + m_walkOffset * scaleFactor, scaleFactor, 0);
}
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void Creature::drawInformation(const Point& point, bool useGray, const Rect& parentRect)
{
Color fillColor = Color(96, 96, 96);
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if(!useGray)
fillColor = m_informationColor;
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// calculate main rects
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Rect backgroundRect = Rect(point.x-(13.5), point.y, 27, 4);
backgroundRect.bind(parentRect);
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Rect textRect = Rect(point.x - m_nameSize.width() / 2.0, point.y-12, m_nameSize);
textRect.bind(parentRect);
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// distance them
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if(textRect.top() == parentRect.top())
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backgroundRect.moveTop(textRect.top() + 12);
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if(backgroundRect.bottom() == parentRect.bottom())
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textRect.moveTop(backgroundRect.top() - 12);
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// health rect is based on background rect, so no worries
Rect healthRect = backgroundRect.expanded(-1);
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healthRect.setWidth((m_healthPercent / 100.0) * 25);
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// draw
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g_painter.setColor(Fw::black);
g_painter.drawFilledRect(backgroundRect);
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g_painter.setColor(fillColor);
g_painter.drawFilledRect(healthRect);
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if(m_informationFont)
m_informationFont->renderText(m_name, textRect, Fw::AlignTopCenter, fillColor);
if(m_skull != Otc::SkullNone && m_skullTexture) {
g_painter.setColor(Fw::white);
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g_painter.drawTexturedRect(Rect(point.x + 12, point.y + 5, m_skullTexture->getSize()), m_skullTexture);
}
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if(m_shield != Otc::ShieldNone && m_shieldTexture && m_showShieldTexture) {
g_painter.setColor(Fw::white);
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g_painter.drawTexturedRect(Rect(point.x, point.y + 5, m_shieldTexture->getSize()), m_shieldTexture);
}
if(m_emblem != Otc::EmblemNone && m_emblemTexture) {
g_painter.setColor(Fw::white);
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g_painter.drawTexturedRect(Rect(point.x + 12, point.y + 16, m_emblemTexture->getSize()), m_emblemTexture);
}
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}
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void Creature::turn(Otc::Direction direction)
{
// if is not walking change the direction right away
if(!m_walking)
setDirection(direction);
// schedules to set the new direction when walk ends
else
m_walkTurnDirection = direction;
}
void Creature::walk(const Position& oldPos, const Position& newPos)
{
// get walk direction
Otc::Direction direction = oldPos.getDirectionFromPosition(newPos);
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// set current walking direction
setDirection(direction);
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// starts counting walk
m_walking = true;
m_walkTimer.restart();
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// calculates walk interval
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float interval = 1000;
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int groundSpeed = 0;
TilePtr oldTile = g_map.getTile(oldPos);
if(oldTile)
groundSpeed = oldTile->getGroundSpeed();
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if(groundSpeed != 0)
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interval = (1000.0f * groundSpeed) / m_speed;
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interval = std::ceil(interval / g_game.getServerBeat()) * g_game.getServerBeat();
m_walkAnimationInterval = interval;
m_walkInterval = interval;
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// diagonal walking lasts 3 times more.
if(direction == Otc::NorthWest || direction == Otc::NorthEast || direction == Otc::SouthWest || direction == Otc::SouthEast)
m_walkInterval *= 3;
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// no direction needs to be changed when the walk ends
m_walkTurnDirection = Otc::InvalidDirection;
// starts updating walk
nextWalkUpdate();
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}
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void Creature::stopWalk()
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{
if(!m_walking)
return;
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// reset walk animation states
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m_walkOffset = Point(0,0);
m_animation = 0;
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// stops the walk right away
terminateWalk();
}
void Creature::updateWalkAnimation(int totalPixelsWalked)
{
// update outfit animation
if(m_outfit.getCategory() != ThingsType::Creature)
return;
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if(totalPixelsWalked == 32 || totalPixelsWalked == 0 || getAnimationPhases() <= 1)
m_animation = 0;
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else if(getAnimationPhases() > 1)
m_animation = 1 + ((totalPixelsWalked * 4) / Otc::TILE_PIXELS) % (getAnimationPhases() - 1);
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}
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void Creature::updateWalkOffset(int totalPixelsWalked)
{
m_walkOffset = Point(0,0);
if(m_direction == Otc::North || m_direction == Otc::NorthEast || m_direction == Otc::NorthWest)
m_walkOffset.y = 32 - totalPixelsWalked;
else if(m_direction == Otc::South || m_direction == Otc::SouthEast || m_direction == Otc::SouthWest)
m_walkOffset.y = totalPixelsWalked - 32;
if(m_direction == Otc::East || m_direction == Otc::NorthEast || m_direction == Otc::SouthEast)
m_walkOffset.x = totalPixelsWalked - 32;
else if(m_direction == Otc::West || m_direction == Otc::NorthWest || m_direction == Otc::SouthWest)
m_walkOffset.x = 32 - totalPixelsWalked;
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}
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void Creature::nextWalkUpdate()
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{
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// remove any previous scheduled walk updates
if(m_walkUpdateEvent)
m_walkUpdateEvent->cancel();
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// do the update
updateWalk();
// schedules next update
if(m_walking) {
auto self = asCreature();
m_walkUpdateEvent = g_dispatcher.scheduleEvent([self] {
self->m_walkUpdateEvent = nullptr;
self->nextWalkUpdate();
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}, m_walkAnimationInterval / 32);
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}
}
void Creature::updateWalk()
{
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float walkTicksPerPixel = m_walkAnimationInterval / 32;
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int totalPixelsWalked = std::min(m_walkTimer.ticksElapsed() / walkTicksPerPixel, 32.0f);
// update walk animation and offsets
updateWalkAnimation(totalPixelsWalked);
updateWalkOffset(totalPixelsWalked);
// terminate walk
if(m_walking && m_walkTimer.ticksElapsed() >= m_walkInterval)
terminateWalk();
}
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void Creature::terminateWalk()
{
// remove any scheduled walk update
if(m_walkUpdateEvent) {
m_walkUpdateEvent->cancel();
m_walkUpdateEvent = nullptr;
}
// now the walk has ended, do any scheduled turn
if(m_walkTurnDirection != Otc::InvalidDirection) {
setDirection(m_walkTurnDirection);
m_walkTurnDirection = Otc::InvalidDirection;
}
m_walking = false;
}
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void Creature::setName(const std::string& name)
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{
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if(m_informationFont)
m_nameSize = m_informationFont->calculateTextRectSize(name);
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m_name = name;
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}
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void Creature::setHealthPercent(uint8 healthPercent)
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{
m_informationColor = Fw::black;
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if(healthPercent > 92) {
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m_informationColor.setGreen(188);
}
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else if(healthPercent > 60) {
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m_informationColor.setRed(80);
m_informationColor.setGreen(161);
m_informationColor.setBlue(80);
}
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else if(healthPercent > 30) {
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m_informationColor.setRed(161);
m_informationColor.setGreen(161);
}
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else if(healthPercent > 8) {
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m_informationColor.setRed(160);
m_informationColor.setGreen(39);
m_informationColor.setBlue(39);
}
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else if(healthPercent > 3) {
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m_informationColor.setRed(160);
}
else {
m_informationColor.setRed(79);
}
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m_healthPercent = healthPercent;
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}
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void Creature::setDirection(Otc::Direction direction)
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{
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if(m_outfit.getCategory() == ThingsType::Creature) {
if(direction == Otc::NorthEast || direction == Otc::SouthEast)
m_xPattern = Otc::East;
else if(direction == Otc::NorthWest || direction == Otc::SouthWest)
m_xPattern = Otc::West;
else
m_xPattern = direction;
} else {
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m_xPattern = 0;
}
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m_direction = direction;
}
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void Creature::setOutfit(const Outfit& outfit)
{
m_outfit = outfit;
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updateType();
m_animation = 0;
if(m_outfit.getCategory() == ThingsType::Effect) {
updateInvisibleAnimation();
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m_xPattern = 0;
m_yPattern = 0;
}
if(m_outfit.getCategory() == ThingsType::Item) {
m_xPattern = 0;
m_yPattern = 0;
}
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if(m_outfit.getCategory() == ThingsType::Creature && getLayers() == 1) {
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m_outfit.resetClothes();
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}
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}
void Creature::setSkull(uint8 skull)
{
m_skull = skull;
g_lua.callGlobalField("Creature","onSkullChange", asCreature(), m_skull);
}
void Creature::setShield(uint8 shield)
{
m_shield = shield;
g_lua.callGlobalField("Creature","onShieldChange", asCreature(), m_shield);
}
void Creature::setEmblem(uint8 emblem)
{
m_emblem = emblem;
g_lua.callGlobalField("Creature","onEmblemChange", asCreature(), m_emblem);
}
void Creature::setSkullTexture(const std::string& filename)
{
m_skullTexture = g_textures.getTexture(filename);
}
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void Creature::setShieldTexture(const std::string& filename, bool blink)
{
m_shieldTexture = g_textures.getTexture(filename);
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m_showShieldTexture = true;
if(blink && !m_shieldBlink) {
auto self = asCreature();
g_dispatcher.scheduleEvent([self]() {
self->updateShield();
}, SHIELD_BLINK_TICKS);
}
m_shieldBlink = blink;
}
void Creature::setEmblemTexture(const std::string& filename)
{
m_emblemTexture = g_textures.getTexture(filename);
}
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void Creature::addVolatileSquare(uint8 color)
{
m_showVolatileSquare = true;
m_volatileSquareColor = Color::from8bit(color);
// schedule removal
auto self = asCreature();
g_dispatcher.scheduleEvent([self]() {
self->removeVolatileSquare();
}, VOLATILE_SQUARE_DURATION);
}
void Creature::updateInvisibleAnimation()
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{
if(!g_game.isOnline() || m_outfit.getCategory() != ThingsType::Effect)
return;
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if(m_animation == 1)
m_animation = 2;
else if(m_animation == 2)
m_animation = 3;
else if(m_animation == 3)
m_animation = 1;
else
m_animation = 1;
auto self = asCreature();
g_dispatcher.scheduleEvent([self]() {
self->updateInvisibleAnimation();
}, INVISIBLE_TICKS);
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}
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void Creature::updateShield()
{
m_showShieldTexture = !m_showShieldTexture;
if(m_shield != Otc::ShieldNone && m_shieldBlink) {
auto self = asCreature();
g_dispatcher.scheduleEvent([self]() {
self->updateShield();
}, SHIELD_BLINK_TICKS);
}
else if(!m_shieldBlink)
m_showShieldTexture = true;
}
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