map tile render rework, not done yet
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033f14780d
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9b112b1daf
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@ -29,9 +29,9 @@ void Creature::draw(int x, int y)
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outfitColorId = m_outfit.head;
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else if(mask == SpriteMaskRed)
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outfitColorId = m_outfit.body;
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else if(mask == SpriteMaskBlue)
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else if(mask == SpriteMaskGreen)
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outfitColorId = m_outfit.legs;
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else if(mask == SpriteMaskGreen)
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else if(mask == SpriteMaskBlue)
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outfitColorId = m_outfit.feet;
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g_graphics.bindColor(OutfitColors[outfitColorId]);
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@ -169,12 +169,13 @@ void DatManager::parseThingAttributesOpt(std::stringstream& fin, ThingAttributes
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break;
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case 0x18: // Thing must be drawed with offset
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thingAttributes.hasHeight = true;
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thingAttributes.xOffset = fw::getu8(fin);
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thingAttributes.yOffset = fw::getu8(fin);
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thingAttributes.drawOffset = fw::getu8(fin);
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fw::getu8(fin);
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fw::getu16(fin);
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break;
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case 0x19: // pixels characters height
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fw::getu16(fin);
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thingAttributes.drawNextOffset = fw::getu8(fin);
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fw::getu8(fin);
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break;
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case 0x1A:
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//thingAttributes.hasHeight = true;
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@ -17,10 +17,25 @@ void Map::draw(int x, int y)
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Position playerPos = g_game.getLocalPlayer()->getPosition();
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// player is above 7
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if(playerPos.z <= 7) {
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// player pos it 8-6. check if we can draw upper floors.
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int drawFloorStop = 0;
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// if there is a window on north, east, south or west
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//Position direction[4] = {Position(0, -1, 0), Position(1, 0, 0), Position(0, 1, 0), Position(-1, 0, 0)};
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for(int d = 0; d < 4; ++d) {
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/*if(const TilePtr& tile = m_tiles[playerPos+direction[d]]) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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if(thingAttributes.lookThrough) {
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drawFloorStop = playerPos.z - 1;
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break;
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}
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}*/
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}
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// if we have something covering us, dont show floors above.
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for(int jz = 6; jz >= 0; --jz) {
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Position coverPos = Position(playerPos.x+(7-jz)-1, playerPos.y+(7-jz)-1, jz);
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if(const TilePtr& tile = m_tiles[coverPos]) {
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@ -35,13 +50,17 @@ void Map::draw(int x, int y)
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if(iz == drawFloorStop)
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break;
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// +1 in draws cause 64x64 items may affect view.
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for(int step = 0; step < 4; ++step) {
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for(int ix = -7+(playerPos.z-iz); ix < + 8+7; ++ix) {
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for(int iy = -5+(playerPos.z-iz); iy < + 6+7; ++iy) {
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Position itemPos = Position(playerPos.x + ix, playerPos.y + iy, iz);
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if(const TilePtr& tile = m_tiles[itemPos])
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tile->draw((ix + 7 - (playerPos.z-iz))*32, (iy + 5 - (playerPos.z-iz))*32);
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// +1 in draws cause 64x64 items may affect view.
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for(int ix = -7+(playerPos.z-iz); ix < + 8+7; ++ix) {
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for(int iy = -5+(playerPos.z-iz); iy < + 6+7; ++iy) {
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Position itemPos = Position(playerPos.x + ix, playerPos.y + iy, iz);
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if(const TilePtr& tile = m_tiles[itemPos])
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tile->draw((ix + 7 - (playerPos.z-iz))*32, (iy + 5 - (playerPos.z-iz))*32, step);
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}
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}
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}
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}
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@ -26,8 +26,8 @@ void Thing::internalDraw(int x, int y, int blendframes, int xdiv, int ydiv, int
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TexturePtr spriteTex = g_sprites.getSpriteTexture(spriteId, mask);
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Rect drawRect((x - xi*32) - attributes.xOffset,
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(y - yi*32) - attributes.xOffset,
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Rect drawRect((x - xi*32) - attributes.drawOffset,
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(y - yi*32) - attributes.drawOffset,
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32, 32);
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g_graphics.drawTexturedRect(drawRect, spriteTex);
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}
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@ -37,13 +37,13 @@ struct ThingAttributes
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ydiv = 0;
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zdiv = 0;
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animcount = 0;
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xOffset = 0;
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yOffset = 0;
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drawOffset = 0;
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drawNextOffset = 0;
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}
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bool stackable, alwaysOnTop, useable, readable, moveable, blockSolid, blockProjectile, blockPathFind, pickupable,
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isHangable, isHorizontal, isVertical, rotable, hasHeight, lookThrough, hasMiniMapColor;
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uint8 alwaysOnTopOrder, width, height, blendframes, xdiv, ydiv, zdiv, animcount, xOffset, yOffset;
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uint8 alwaysOnTopOrder, width, height, blendframes, xdiv, ydiv, zdiv, animcount, drawOffset, drawNextOffset;
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uint16 speed, subParam07, subParam08, lightLevel, lightColor, miniMapColor;
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std::vector<int> sprites;
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@ -2,28 +2,97 @@
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#include "item.h"
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#include "datmanager.h"
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#include "map.h"
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#include "game.h"
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#include "localplayer.h"
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#include <framework/graphics/fontmanager.h>
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Tile::Tile()
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{
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m_drawNextOffset = 0;
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}
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void Tile::draw(int x, int y)
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void Tile::draw(int x, int y, int step)
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{
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if(m_ground)
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m_ground->draw(x, y);
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// STEP 0 = draw ground, top 1
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// STEP 1 = top 2
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// STEP 2 = top 3
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// STEP 3 = bottom, creatures, names, etc
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for(const ThingPtr& thing : m_itemsTop)
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thing->draw(x, y);
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FontPtr font = g_fonts.getDefaultFont();
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for(const ThingPtr& thing : m_itemsBottom)
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thing->draw(x, y);
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if(step == 0 && m_drawNextOffset != 0) {
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logDebug("error with tile offset.");
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return;
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}
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for(const ThingPtr& thing : m_creatures)
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thing->draw(x, y);
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if(step == 0) {
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if(m_ground)
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m_ground->draw(x, y);
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for(const ThingPtr& thing : m_effects)
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thing->draw(x, y);
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for(const ThingPtr& thing : m_itemsTop) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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if(thingAttributes.alwaysOnTopOrder == 1) {
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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//font->renderText("T1", Rect(x + 5, y+5, 100, 100));
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m_drawNextOffset += thingAttributes.drawNextOffset;
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}
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}
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for(const ThingPtr& thing : m_itemsTop) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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if(thingAttributes.alwaysOnTopOrder == 2) {
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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//font->renderText("T2", Rect(x + 5, y+5, 100, 100));
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m_drawNextOffset += thingAttributes.drawNextOffset;
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}
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}
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for(const ThingPtr& thing : m_itemsBottom) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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//font->renderText("B0", Rect(x + 5, y+5, 100, 100));
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m_drawNextOffset += thingAttributes.drawNextOffset;
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}
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for(const ThingPtr& thing : m_creatures) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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m_drawNextOffset += thingAttributes.drawNextOffset;
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}
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for(const ThingPtr& thing : m_itemsTop) {
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const ThingAttributes& thingAttributes = thing->getAttributes();
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if(thingAttributes.alwaysOnTopOrder == 3) {
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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//font->renderText("T3", Rect(x + 5, y+5, 100, 100));
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m_drawNextOffset += thingAttributes.drawNextOffset;
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}
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}
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for(const ThingPtr& thing : m_effects) {
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thing->draw(x - m_drawNextOffset, y - m_drawNextOffset);
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}
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m_drawNextOffset = 0;
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}
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else if(step == 1) {
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}
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else if(step == 2) {
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}
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else if(step == 3) {
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}
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}
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void Tile::addThing(ThingPtr thing, uint8 stackpos)
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@ -31,6 +100,22 @@ void Tile::addThing(ThingPtr thing, uint8 stackpos)
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if(!thing)
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return;
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//8308
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//2526
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//5296
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const ThingAttributes& item1 = g_dat.getItemAttributes(8308);
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const ThingAttributes& item2 = g_dat.getItemAttributes(2526);
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const ThingAttributes& item3 = g_dat.getItemAttributes(5296);
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int j = item1.alwaysOnTopOrder + item2.alwaysOnTopOrder + item3.alwaysOnTopOrder;
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j++;
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if(thing->getPosition() == g_game.getLocalPlayer()->getPosition() + Position(-1, 0, 0) && thing->getAttributes().alwaysOnTop) {
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logDebug((int)thing->getId());
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}
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const ThingAttributes& thingAttributes = thing->getAttributes();
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if(thing->asItem()) {
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m_ground = thing;
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else {
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if(thingAttributes.alwaysOnTop)
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m_itemsTop.push_back(thing);
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m_itemsTop.push_front(thing);
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else
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m_itemsBottom.push_back(thing);
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m_itemsBottom.push_front(thing);
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}
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}
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else if(thing->asCreature()) {
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m_creatures.push_back(thing);
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m_creatures.push_front(thing);
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}
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else if(thing->asEffect()) {
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m_effects.push_back(thing);
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m_effects.push_front(thing);
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}
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}
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@ -4,12 +4,17 @@
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#include "declarations.h"
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#include <framework/luascript/luaobject.h>
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enum RenderStep
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{
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};
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class Tile : public LuaObject
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{
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public:
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Tile();
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void draw(int x, int y);
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void draw(int x, int y, int step);
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void addThing(ThingPtr thing, uint8 stackpos);
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ThingPtr getThing(uint8 stackpos);
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@ -28,6 +33,8 @@ private:
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std::deque<ThingPtr> m_creatures;
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std::deque<ThingPtr> m_itemsTop;
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std::deque<ThingPtr> m_effects;
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int m_drawNextOffset;
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};
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#endif
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