diff options
Diffstat (limited to 'src/net/tmwa/beinghandler.cpp')
-rw-r--r-- | src/net/tmwa/beinghandler.cpp | 50 |
1 files changed, 27 insertions, 23 deletions
diff --git a/src/net/tmwa/beinghandler.cpp b/src/net/tmwa/beinghandler.cpp index 8092a519f..d336bdf47 100644 --- a/src/net/tmwa/beinghandler.cpp +++ b/src/net/tmwa/beinghandler.cpp @@ -339,70 +339,70 @@ void BeingHandler::processBeingChangeLookContinue(Net::MessageIn &msg, break; } case 2: // 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); localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // Change lower headgear for eAthena, pants for us dstBeing->setSprite(SPRITE_WEAPON, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // Change middle headgear for eathena, armor for us dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setHairColor(SPRITE_HAIR_COLOR, - static_cast<uint8_t>(id)); + fromInt(id, ItemColor)); break; case 7: // Clothes color // ignoring it break; case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_FLOOR, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); 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)); localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_CAPE dstBeing->setSprite(SPRITE_SHIELD, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: dstBeing->setSprite(SPRITE_HEAD_MID, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: dstBeing->setSprite(SPRITE_ROBE, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: dstBeing->setSprite(SPRITE_EVOL2, id, color, - static_cast<unsigned char>(id2)); + fromInt(id2, ItemColor)); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: @@ -483,7 +483,8 @@ void BeingHandler::processPlayerUpdate1(Net::MessageIn &msg) const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const uint8_t hairColor = msg.readUInt8("hair color"); + const ItemColor hairColor = fromInt( + msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); @@ -508,7 +509,7 @@ void BeingHandler::processPlayerUpdate1(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); @@ -617,7 +618,8 @@ void BeingHandler::processPlayerUpdate2(Net::MessageIn &msg) const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const uint8_t hairColor = msg.readUInt8("hair color"); + const ItemColor hairColor = fromInt( + msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); @@ -642,7 +644,7 @@ void BeingHandler::processPlayerUpdate2(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); @@ -751,7 +753,8 @@ void BeingHandler::processPlayerMove(Net::MessageIn &msg) const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const uint8_t hairColor = msg.readUInt8("hair color"); + const ItemColor hairColor = fromInt( + msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); @@ -776,7 +779,7 @@ void BeingHandler::processPlayerMove(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); @@ -942,7 +945,7 @@ void BeingHandler::processBeingVisible(Net::MessageIn &msg) const uint16_t shield = msg.readInt16("shield"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const uint8_t hairColor = msg.readUInt8("hair color"); + const ItemColor hairColor = fromInt(msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); const uint16_t shoes = msg.readInt16("shoes / clothes color"); @@ -1004,7 +1007,7 @@ 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 @@ -1143,7 +1146,8 @@ void BeingHandler::processBeingMove(Net::MessageIn &msg) const uint16_t shield = msg.readInt16("shield"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); - const uint8_t hairColor = msg.readUInt8("hair color"); + const ItemColor hairColor = fromInt( + msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); const uint16_t shoes = msg.readInt16("shoes / clothes color"); @@ -1205,7 +1209,7 @@ 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); } else if (dstBeing->getType() == ActorType::Npc |