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#include "creature.h"
#include "tibiadat.h"
#include "graphics/graphics.h"
#include <graphics/framebuffer.h>
#include "game.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
// OW BART TEM COMO USAR 2 FRAMEBUFFER?
// SERIA O IDEAL PARA DESENHAR A COR DOS BONEQUIN.
Creature::Creature()
{
m_type = Thing::TYPE_CREATURE;
}
ThingAttributes *Creature::getAttributes()
{
return g_tibiaDat.getCreatureAttributes(m_outfit.type);
}
void Creature::draw(int x, int y)
{
//ThingAttributes *creatureAttributes = getAttributes();
int anim = 0;
// draw outfit
internalDraw(x, y, 0, m_direction, 0, 0, anim);
// draw addons
//for(int a = 0; a < m_outfit.addons; ++a) {
//internalDraw(x, y, 0, m_direction, m_outfit.addons & (1 << a), 0, anim);
//}
//glPushAttrib(GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT);
//glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
//Color colors[4] = {Color::yellow, Color::red, Color::green, Color::blue};
//for(int i = 0; i < 4; ++i) {
/*g_graphics.bindColor(colors[i]);
internalDraw(creatureAttributes->width*32 - 32, creatureAttributes->height*32 - 32, 1, m_direction, 0, 0, 0);
framebuffer.unbind();
g_graphics.bindColor(Color::green);*/
//framebuffer.draw(x, y, creatureAttributes->width*32, creatureAttributes->height*32);
//}
//glPopAttrib();
}