missing files, color fix
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#include "creature.h"
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#include "tibiadat.h"
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#include "graphics/graphics.h"
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#include <graphics/framebuffer.h>
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#include "game.h"
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glext.h>
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// OW BART TEM COMO USAR 2 FRAMEBUFFER?
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// SERIA O IDEAL PARA DESENHAR A COR DOS BONEQUIN.
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Creature::Creature()
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{
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m_type = Thing::TYPE_CREATURE;
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}
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ThingAttributes *Creature::getAttributes()
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{
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return g_tibiaDat.getCreatureAttributes(m_outfit.type);
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}
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void Creature::draw(int x, int y)
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{
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//ThingAttributes *creatureAttributes = getAttributes();
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int anim = 0;
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// draw outfit
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internalDraw(x, y, 0, m_direction, 0, 0, anim);
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// draw addons
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//for(int a = 0; a < m_outfit.addons; ++a) {
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//internalDraw(x, y, 0, m_direction, m_outfit.addons & (1 << a), 0, anim);
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//}
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//glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT);
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//glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
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//Color colors[4] = {Color::yellow, Color::red, Color::green, Color::blue};
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//for(int i = 0; i < 4; ++i) {
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/*g_graphics.bindColor(colors[i]);
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internalDraw(creatureAttributes->width*32 - 32, creatureAttributes->height*32 - 32, 1, m_direction, 0, 0, 0);
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framebuffer.unbind();
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g_graphics.bindColor(Color::green);*/
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//framebuffer.draw(x, y, creatureAttributes->width*32, creatureAttributes->height*32);
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//}
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//glPopAttrib();
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}
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#ifndef CREATURE_H
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#define CREATURE_H
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#include <global.h>
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#include "thing.h"
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struct Outfit
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{
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uint16 type;
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uint8 head;
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uint8 body;
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uint8 legs;
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uint8 feet;
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uint8 addons;
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};
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class Creature;
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typedef std::shared_ptr<Creature> CreaturePtr;
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class Creature : public Thing
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{
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public:
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Creature();
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virtual ThingAttributes *getAttributes();
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void draw(int x, int y);
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void setName(const std::string& name) { m_name = name; }
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std::string getName() { return m_name; }
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void setHealthPercent(uint8 healthPercent) { m_healthPercent = healthPercent; }
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uint8 getHealthPercent() { return m_healthPercent; }
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void setDirection(Direction direction) { m_direction = direction; }
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Direction getDirection() { return m_direction; }
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void setOutfit(const Outfit& outfit) { m_outfit = outfit; }
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Outfit getOutfit() { return m_outfit; }
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virtual Creature *getCreature() { return this; }
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virtual const Creature *getCreature() const { return this; }
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private:
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std::string m_name;
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uint8 m_healthPercent;
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Direction m_direction;
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Outfit m_outfit;
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};
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#endif // CREATURE_H
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@ -0,0 +1,18 @@
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#include "effect.h"
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#include "tibiadat.h"
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Effect::Effect()
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{
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m_type = Thing::TYPE_EFFECT;
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}
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ThingAttributes *Effect::getAttributes()
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{
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return g_tibiaDat.getEffectAttributes(m_id);
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}
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void Effect::draw(int x, int y)
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{
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int anim = 0;
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internalDraw(x, y, 0, 0, 0, 0, anim);
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}
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@ -0,0 +1,21 @@
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#ifndef EFFECT_H
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#define EFFECT_H
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#include <global.h>
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#include "thing.h"
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class Effect;
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typedef std::shared_ptr<Effect> EffectPtr;
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class Effect : public Thing
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{
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public:
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Effect();
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virtual ThingAttributes *getAttributes();
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void draw(int x, int y);
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private:
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};
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#endif // EFFECT_H
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