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author | Andrei Karas <akaras@inbox.ru> | 2015-08-13 21:46:01 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2015-08-13 21:46:01 +0300 |
commit | de337195bdbb72df1e56b630f0b83d394648bbb8 (patch) | |
tree | 014a3555c0f855ce77dbf0df5377e1783b870bf7 /src/net/eathena/beinghandler.cpp | |
parent | 1289a09b48736324e97f5ce82d9cfee656e6cbe7 (diff) | |
download | plus-de337195bdbb72df1e56b630f0b83d394648bbb8.tar.gz plus-de337195bdbb72df1e56b630f0b83d394648bbb8.tar.bz2 plus-de337195bdbb72df1e56b630f0b83d394648bbb8.tar.xz plus-de337195bdbb72df1e56b630f0b83d394648bbb8.zip |
Add support for load all item slots with cards in char selection dialog (hercules).
Also removed some outdated evol color code.
Diffstat (limited to 'src/net/eathena/beinghandler.cpp')
-rw-r--r-- | src/net/eathena/beinghandler.cpp | 76 |
1 files changed, 57 insertions, 19 deletions
diff --git a/src/net/eathena/beinghandler.cpp b/src/net/eathena/beinghandler.cpp index 90a53dd50..492d1894e 100644 --- a/src/net/eathena/beinghandler.cpp +++ b/src/net/eathena/beinghandler.cpp @@ -38,6 +38,7 @@ #include "input/keyboardconfig.h" +#include "gui/windows/charselectdialog.h" #include "gui/windows/skilldialog.h" #include "gui/windows/socialwindow.h" #include "gui/windows/outfitwindow.h" @@ -46,6 +47,10 @@ #include "net/ea/eaprotocol.h" +#include "net/charserverhandler.h" + +#include "net/character.h" + #include "net/eathena/maptypeproperty2.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" @@ -522,13 +527,32 @@ void BeingHandler::processBeingChangeLook2(Net::MessageIn &msg) void BeingHandler::processBeingChangeLookCards(Net::MessageIn &msg) { + Being *dstBeing = nullptr; + uint16_t cards[4]; + if (!actorManager) - return; + { // here can be look from char server + if (!serverFeatures->haveAdvancedSprites()) + return; + Net::Characters &chars = Net::CharServerHandler::mCharacters; + const BeingId id = msg.readBeingId("being id"); - uint16_t cards[4]; + FOR_EACH(Net::Characters::iterator, it, chars) + { + Net::Character *character = *it; + if (character->dummy && character->dummy->getId() == id) + { + dstBeing = character->dummy; + break; + } + } + } + else + { + dstBeing = actorManager->findBeing( + msg.readBeingId("being id")); + } - Being *const dstBeing = actorManager->findBeing( - msg.readBeingId("being id")); const uint8_t type = msg.readUInt8("type"); const int id = msg.readInt16("id1"); @@ -539,7 +563,7 @@ void BeingHandler::processBeingChangeLookCards(Net::MessageIn &msg) for (int f = 0; f < 4; f ++) cards[f] = msg.readInt16("card"); - if (!localPlayer || !dstBeing) + if (!dstBeing) return; processBeingChangeLookContinue(msg, dstBeing, type, id, id2, &cards[0]); @@ -570,23 +594,27 @@ void BeingHandler::processBeingChangeLookContinue(Net::MessageIn &msg, case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2 dstBeing->setSprite(SPRITE_BODY, id, "", 1, true); dstBeing->setSprite(SPRITE_FLOOR, id2); - localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // LOOK_HEAD_BOTTOM dstBeing->setSprite(SPRITE_WEAPON, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); + 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)); - localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); + 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)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setHairColor(id); @@ -600,52 +628,62 @@ void BeingHandler::processBeingChangeLookContinue(Net::MessageIn &msg, case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_FLOOR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_HAIR, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_FLOOR dstBeing->setSprite(SPRITE_SHIELD, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: // LOOK_ROBE dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); + 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)); - localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); + 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)); - localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: // COSTUME_HEAD_LOW dstBeing->setSprite(SPRITE_EVOL2, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: // COSTUME_GARMENT dstBeing->setSprite(SPRITE_EVOL3, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3); break; case 17: // ARMOR dstBeing->setSprite(SPRITE_EVOL4, id, color, static_cast<unsigned char>(id2)); - localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4); + if (localPlayer) + localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4); break; default: UNIMPLIMENTEDPACKET; |