diff options
Diffstat (limited to 'src/net/eathena/beinghandler.cpp')
-rw-r--r-- | src/net/eathena/beinghandler.cpp | 50 |
1 files changed, 26 insertions, 24 deletions
diff --git a/src/net/eathena/beinghandler.cpp b/src/net/eathena/beinghandler.cpp index 35d549149..5c748915b 100644 --- a/src/net/eathena/beinghandler.cpp +++ b/src/net/eathena/beinghandler.cpp @@ -585,100 +585,101 @@ void BeingHandler::processBeingChangeLookContinue(Net::MessageIn &msg, dstBeing->getLook()); break; case 1: // eAthena LOOK_HAIR - dstBeing->setHairColor(id); + dstBeing->setHairColor(fromInt(id, ItemColor)); dstBeing->setSpriteID(SPRITE_HAIR_COLOR, id * -1); break; case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2 - dstBeing->setSprite(SPRITE_BODY, id, "", 1, true); + dstBeing->setSprite(SPRITE_BODY, id, "", ItemColor_one, true); dstBeing->setSprite(SPRITE_FLOOR, id2); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // LOOK_HEAD_BOTTOM dstBeing->setSprite(SPRITE_WEAPON, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // LOOK_HEAD_TOP Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // LOOK_HEAD_MID Change middle headgear for eathena, // armor for us dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR - dstBeing->setHairColor(id); + dstBeing->setHairColor(fromInt(id, ItemColor)); dstBeing->setSpriteColor(SPRITE_HAIR_COLOR, ItemDB::get(dstBeing->getSpriteID( - SPRITE_HAIR_COLOR)).getDyeColorsString(id)); + SPRITE_HAIR_COLOR)).getDyeColorsString( + fromInt(id, ItemColor))); break; case 7: // Clothes color. Now used as look dstBeing->setLook(static_cast<uint8_t>(id)); break; case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_FLOOR, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_HAIR, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_FLOOR dstBeing->setSprite(SPRITE_SHIELD, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: // LOOK_ROBE dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: // COSTUME_HEAD_TOP dstBeing->setSprite(SPRITE_HEAD_MID, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: // COSTUME_HEAD_MID dstBeing->setSprite(SPRITE_ROBE, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: // COSTUME_HEAD_LOW dstBeing->setSprite(SPRITE_EVOL2, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: // COSTUME_GARMENT dstBeing->setSprite(SPRITE_EVOL3, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3); break; case 17: // ARMOR dstBeing->setSprite(SPRITE_EVOL4, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4); break; @@ -769,7 +770,7 @@ void BeingHandler::processBeingVisible(Net::MessageIn &msg) const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const int hairColor = msg.readInt16("hair color"); + const ItemColor hairColor = fromInt(msg.readInt16("hair color"), ItemColor); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); const uint16_t gloves = msg.readInt16("head dir / gloves"); @@ -795,7 +796,7 @@ void BeingHandler::processBeingVisible(Net::MessageIn &msg) setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); - setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); // setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc @@ -930,7 +931,8 @@ void BeingHandler::processBeingMove(Net::MessageIn &msg) const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const int hairColor = msg.readInt16("hair color"); + const ItemColor hairColor = fromInt( + msg.readInt16("hair color"), ItemColor); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); const uint16_t gloves = msg.readInt16("head dir / gloves"); @@ -958,7 +960,7 @@ void BeingHandler::processBeingMove(Net::MessageIn &msg) setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); - setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); } // setSprite(dstBeing, SPRITE_FLOOR, shield); } @@ -1097,9 +1099,9 @@ void BeingHandler::processBeingSpawn(Net::MessageIn &msg) const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const int hairColor = msg.readInt16("hair color"); + const ItemColor hairColor = fromInt( + msg.readInt16("hair color"), ItemColor); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); - const uint16_t gloves = msg.readInt16("head dir / gloves"); // may be use robe as gloves? msg.readInt16("robe"); @@ -1123,7 +1125,7 @@ void BeingHandler::processBeingSpawn(Net::MessageIn &msg) setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); - setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); // setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc |