diff options
Diffstat (limited to 'src/net/tmwa/beinghandler.cpp')
-rw-r--r-- | src/net/tmwa/beinghandler.cpp | 148 |
1 files changed, 74 insertions, 74 deletions
diff --git a/src/net/tmwa/beinghandler.cpp b/src/net/tmwa/beinghandler.cpp index a076d4140..a74e8bee7 100644 --- a/src/net/tmwa/beinghandler.cpp +++ b/src/net/tmwa/beinghandler.cpp @@ -244,12 +244,12 @@ void BeingHandler::handleMessage(Net::MessageIn &msg) void BeingHandler::undress(Being *const being) const { - being->setSprite(SPRITE_BOTTOMCLOTHES, 0); - being->setSprite(SPRITE_TOPCLOTHES, 0); - being->setSprite(SPRITE_HAT, 0); - being->setSprite(SPRITE_SHOE, 0); - being->setSprite(SPRITE_GLOVES, 0); -// being->setSprite(SPRITE_WEAPON, 0, "", true); + being->setSprite(SPRITE_WEAPON, 0); + being->setSprite(SPRITE_HEAD_BOTTOM, 0); + being->setSprite(SPRITE_CLOTHES_COLOR, 0); + being->setSprite(SPRITE_HAIR, 0); + being->setSprite(SPRITE_SHOES, 0); +// being->setSprite(SPRITE_BODY, 0, "", true); } void BeingHandler::requestRanks(const Rank::Rank rank A_UNUSED) const @@ -335,33 +335,33 @@ void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing, { const uint8_t look = static_cast<uint8_t>(id / 256); const int hair = id % 256; - dstBeing->setHairStyle(SPRITE_HAIR, hair * -1); + dstBeing->setHairStyle(SPRITE_HAIR_COLOR, hair * -1); dstBeing->setLook(look); break; } case 2: // Weapon ID in id, Shield ID in id2 - dstBeing->setSprite(SPRITE_WEAPON, id, "", 1, true); + dstBeing->setSprite(SPRITE_BODY, id, "", 1, true); if (!mHideShield) - dstBeing->setSprite(SPRITE_SHIELD, id2); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); + dstBeing->setSprite(SPRITE_FLOOR, id2); + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // Change lower headgear for eAthena, pants for us - dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color, + dstBeing->setSprite(SPRITE_WEAPON, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES); + localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // Change upper headgear for eAthena, hat for us - dstBeing->setSprite(SPRITE_HAT, id, color, + dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HAT); + localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // Change middle headgear for eathena, armor for us - dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color, + dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR - dstBeing->setHairColor(SPRITE_HAIR, static_cast<uint8_t>(id)); + dstBeing->setHairColor(SPRITE_HAIR_COLOR, static_cast<uint8_t>(id)); break; case 7: // Clothes color // ignoring it @@ -369,40 +369,40 @@ void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing, case 8: // eAthena LOOK_SHIELD if (!mHideShield) { - dstBeing->setSprite(SPRITE_SHIELD, id, color, + dstBeing->setSprite(SPRITE_FLOOR, id, color, static_cast<unsigned char>(id2)); } - localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES - dstBeing->setSprite(SPRITE_SHOE, id, color, + dstBeing->setSprite(SPRITE_HAIR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHOE); + localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES - dstBeing->setSprite(SPRITE_GLOVES, id, color, + dstBeing->setSprite(SPRITE_SHOES, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_GLOVES); + localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_CAPE - dstBeing->setSprite(SPRITE_CAPE, id, color, + dstBeing->setSprite(SPRITE_SHIELD, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_CAPE); + localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: - dstBeing->setSprite(SPRITE_MISC1, id, color, + dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_MISC1); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: - dstBeing->setSprite(SPRITE_MISC2, id, color, + dstBeing->setSprite(SPRITE_HEAD_MID, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_MISC2); + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: - dstBeing->setSprite(SPRITE_EVOL1, id, color, + dstBeing->setSprite(SPRITE_ROBE, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL1); + localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: dstBeing->setSprite(SPRITE_EVOL2, id, color, @@ -521,23 +521,23 @@ void BeingHandler::processPlayerUpdate1(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); + dstBeing->updateSprite(SPRITE_FLOOR, shield); if (serverFeatures->haveItemColors()) { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom, + dstBeing->updateSprite(SPRITE_WEAPON, headBottom, "", colors[0]); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]); - dstBeing->updateSprite(SPRITE_HAT, headTop, "", colors[1]); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid, "", colors[2]); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop, "", colors[1]); } else { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); } - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } @@ -672,23 +672,23 @@ void BeingHandler::processPlayerUpdate2(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); + dstBeing->updateSprite(SPRITE_FLOOR, shield); if (serverFeatures->haveItemColors()) { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom, + dstBeing->updateSprite(SPRITE_WEAPON, headBottom, "", colors[0]); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]); - dstBeing->updateSprite(SPRITE_HAT, headTop, "", colors[1]); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid, "", colors[2]); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop, "", colors[1]); } else { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); } - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } @@ -823,23 +823,23 @@ void BeingHandler::processPlayerMove(Net::MessageIn &msg) if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific - dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); + dstBeing->updateSprite(SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - dstBeing->updateSprite(SPRITE_SHIELD, shield); + dstBeing->updateSprite(SPRITE_FLOOR, shield); if (serverFeatures->haveItemColors()) { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom, + dstBeing->updateSprite(SPRITE_WEAPON, headBottom, "", colors[0]); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]); - dstBeing->updateSprite(SPRITE_HAT, headTop, "", colors[1]); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid, "", colors[2]); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop, "", colors[1]); } else { - dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); - dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); - dstBeing->updateSprite(SPRITE_HAT, headTop); + dstBeing->updateSprite(SPRITE_WEAPON, headBottom); + dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); + dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); } - dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, + dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } @@ -1057,17 +1057,17 @@ void BeingHandler::processBeingVisible(Net::MessageIn &msg) gender &= 3; dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific - setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1, + setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); - setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom); - setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid); - setSprite(dstBeing, SPRITE_HAT, headTop); - setSprite(dstBeing, SPRITE_SHOE, shoes); - setSprite(dstBeing, SPRITE_GLOVES, gloves); - setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_WEAPON, headBottom); + setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); + setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); + setSprite(dstBeing, SPRITE_HAIR, shoes); + setSprite(dstBeing, SPRITE_SHOES, gloves); + setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - setSprite(dstBeing, SPRITE_SHIELD, shield); + setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) @@ -1262,17 +1262,17 @@ void BeingHandler::processBeingMove(Net::MessageIn &msg) gender &= 3; dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific - setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1, + setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); - setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom); - setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid); - setSprite(dstBeing, SPRITE_HAT, headTop); - setSprite(dstBeing, SPRITE_SHOE, shoes); - setSprite(dstBeing, SPRITE_GLOVES, gloves); - setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true); + setSprite(dstBeing, SPRITE_WEAPON, headBottom); + setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); + setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); + setSprite(dstBeing, SPRITE_HAIR, shoes); + setSprite(dstBeing, SPRITE_SHOES, gloves); + setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); if (!mHideShield) - setSprite(dstBeing, SPRITE_SHIELD, shield); + setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) |