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95 lines
3.0 KiB
95 lines
3.0 KiB
#include "item.h"
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#include "tibiadat.h"
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#include "tibiaspr.h"
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#include <graphics/graphics.h>
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ItemAttributes::ItemAttributes()
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{
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group = ITEM_GROUP_NONE;
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blockSolid = false;
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hasHeight = false;
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blockPathFind = false;
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blockProjectile = false;
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alwaysOnTop = false;
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alwaysOnTopOrder = 0;
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stackable = false;
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useable = false;
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moveable = true;
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pickupable = false;
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rotable = false;
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readable = false;
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lookThrough = false;
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speed = 0;
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lightLevel = 0;
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lightColor = 0;
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isVertical = false;
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isHorizontal = false;
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isHangable = false;
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miniMapColor = 0;
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hasMiniMapColor = false;
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subParam07 = 0;
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subParam08 = 0;
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sprites = NULL;
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width = 0;
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height = 0;
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blendframes = 0;
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xdiv = 0;
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ydiv = 0;
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zdiv = 0;
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animcount = 0;
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}
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ItemAttributes::~ItemAttributes()
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{
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if(sprites)
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delete []sprites;
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}
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Item::Item()
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{
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m_type = Thing::TYPE_ITEM;
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}
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void Item::draw(int x, int y, int z)
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{
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ItemAttributes *itemAttributes = g_tibiaDat.getItemAttributes(m_id);
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int cDivX = 0, cDivY = 0, cDivZ = 0, cAnim = 0;
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if(itemAttributes->group == ITEM_GROUP_SPLASH || itemAttributes->group == ITEM_GROUP_FLUID || itemAttributes->stackable) {
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//cDivX = subType % itemAttributes->xdiv;
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//cDivY = subType / itemAttributes->xdiv;
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}
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else if(!itemAttributes->moveable) {
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cDivX = x % itemAttributes->xdiv;
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cDivY = y % itemAttributes->ydiv;
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cDivZ = z % itemAttributes->zdiv;
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}
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x *= 32;
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y *= 32;
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z = (7-z)*32;
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for(int b = 0; b < itemAttributes->blendframes; b++) {
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for(int yi = 0; yi < itemAttributes->height; yi++) {
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for(int xi = 0; xi < itemAttributes->width; xi++) {
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uint16 sprIndex = xi +
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yi * itemAttributes->width +
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b * itemAttributes->width * itemAttributes->height +
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cDivX * itemAttributes->width * itemAttributes->height * itemAttributes->blendframes +
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cDivY * itemAttributes->width * itemAttributes->height * itemAttributes->blendframes * itemAttributes->xdiv +
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cDivZ * itemAttributes->width * itemAttributes->height * itemAttributes->blendframes * itemAttributes->xdiv * itemAttributes->ydiv +
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cAnim * itemAttributes->width * itemAttributes->height * itemAttributes->blendframes * itemAttributes->xdiv * itemAttributes->ydiv * itemAttributes->zdiv;
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uint16 itemId = itemAttributes->sprites[sprIndex];
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if(itemId == 0xFFFF)
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continue;
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TexturePtr data = g_tibiaSpr.getSprite(itemId);
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// todo verify this to draw in correct pos (screenX, screenY)
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g_graphics.drawTexturedRect(Rect(x - xi*32 - z + 32, y - yi*32 - z + 32, 32, 32), data, Rect(0, 0, 32, 32));
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g_graphics.drawBoundingRect(Rect(x - xi*32 - z + 32, y - yi*32 - z + 32, 32, 32));
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}
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}
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}
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}
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