/* * Copyright (c) 2010-2012 OTClient * * 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. */ #include "item.h" #include "thingstype.h" #include "spritemanager.h" #include "thing.h" #include "tile.h" #include #include #include #include #include Item::Item() : Thing() { m_id = 0; m_countOrSubType = 1; } ItemPtr Item::create(int id) { ItemPtr item = ItemPtr(new Item); if(id < g_thingsType.getFirstItemId() || id > g_thingsType.getMaxItemid()) logTraceError("invalid item id ", id); else { item->setId(id); } return item; } /* PainterShaderProgramPtr itemProgram; int ITEM_ID_UNIFORM = 10; */ void Item::draw(const Point& dest, float scaleFactor, bool animate) { if(m_id == 0) return; // determine animation phase int animationPhase = 0; if(getAnimationPhases() > 1) { if(animate) animationPhase = (g_clock.ticks() % (Otc::ITEM_TICKS_PER_FRAME * getAnimationPhases())) / Otc::ITEM_TICKS_PER_FRAME; else animationPhase = getAnimationPhases()-1; } // determine x,y,z patterns int xPattern = 0, yPattern = 0, zPattern = 0; if(isGround()) { xPattern = m_position.x % getNumPatternsX(); yPattern = m_position.y % getNumPatternsY(); zPattern = m_position.z % getNumPatternsZ(); } else if(isStackable() && getNumPatternsX() == 4 && getNumPatternsY() == 2) { if(m_countOrSubType < 5) { xPattern = m_countOrSubType-1; yPattern = 0; } else if(m_countOrSubType < 10) { xPattern = 0; yPattern = 1; } else if(m_countOrSubType < 25) { xPattern = 1; yPattern = 1; } else if(m_countOrSubType < 50) { xPattern = 2; yPattern = 1; } else { xPattern = 3; yPattern = 1; } } else if(isHangable()) { const TilePtr& tile = getTile(); if(tile) { if(tile->mustHookSouth()) xPattern = getNumPatternsX() >= 2 ? 1 : 0; else if(tile->mustHookEast()) xPattern = getNumPatternsX() >= 3 ? 2 : 0; } } else if(isFluid() || isFluidContainer()) { int color = Otc::FluidTransparent; switch(m_countOrSubType) { case Otc::FluidNone: color = Otc::FluidTransparent; break; case Otc::FluidWater: color = Otc::FluidBlue; break; case Otc::FluidMana: color = Otc::FluidPurple; break; case Otc::FluidBeer: color = Otc::FluidBrown; break; case Otc::FluidOil: color = Otc::FluidBrown; break; case Otc::FluidBlood: color = Otc::FluidRed; break; case Otc::FluidSlime: color = Otc::FluidGreen; break; case Otc::FluidMud: color = Otc::FluidBrown; break; case Otc::FluidLemonade: color = Otc::FluidYellow; break; case Otc::FluidMilk: color = Otc::FluidWhite; break; case Otc::FluidWine: color = Otc::FluidPurple; break; case Otc::FluidHealth: color = Otc::FluidRed; break; case Otc::FluidUrine: color = Otc::FluidYellow; break; case Otc::FluidRum: color = Otc::FluidBrown; break; case Otc::FluidFruidJuice: color = Otc::FluidYellow; break; case Otc::FluidCoconutMilk: color = Otc::FluidWhite; break; case Otc::FluidTea: color = Otc::FluidBrown; break; case Otc::FluidMead: color = Otc::FluidBrown; break; default: color = Otc::FluidTransparent; break; } xPattern = (color % 4) % getNumPatternsX(); yPattern = (color / 4) % getNumPatternsY(); } // setup item drawing shader /* if(!itemProgram) { itemProgram = PainterShaderProgramPtr(new PainterShaderProgram); itemProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); itemProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/item.frag"); itemProgram->link(); itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId"); } g_painter->setShaderProgram(itemProgram); //itemProgram->bind(); //itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id); */ // now we can draw the item internalDraw(dest, scaleFactor, xPattern, yPattern, zPattern, animationPhase); // release draw shader g_painter->resetShaderProgram(); } void Item::setId(uint32 id) { if(id < g_thingsType.getFirstItemId() || id > g_thingsType.getMaxItemid()) { logTraceError("invalid item id ", id); return; } m_id = id; m_type = g_thingsType.getThingType(m_id, ThingsType::Item); }