void Item::calculatePatterns(int& xPattern, int& yPattern, int& zPattern) { if(isStackable() && getNumPatternX() == 4 && getNumPatternY() == 2) { if(m_countOrSubType <= 0) { xPattern = 0; yPattern = 0; } else if(m_countOrSubType < 5) { xPattern = m_countOrSubType-1; yPattern = 0; } else if(m_countOrSubType < 10) { xPattern = 0; yPattern = 1; } else if(m_countOrSubType < 25) { xPattern = 1; yPattern = 1; } else if(m_countOrSubType < 50) { xPattern = 2; yPattern = 1; } else { xPattern = 3; yPattern = 1; } } else if(isHangable()) { const TilePtr& tile = getTile(); if(tile) { if(tile->mustHookSouth()) xPattern = getNumPatternX() >= 2 ? 1 : 0; else if(tile->mustHookEast()) xPattern = getNumPatternX() >= 3 ? 2 : 0; } } else if(isSplash() || isFluidContainer()) { int color = Otc::FluidTransparent; switch(m_countOrSubType) { case Otc::FluidNone: color = Otc::FluidTransparent; break; case Otc::FluidWater: color = Otc::FluidBlue; break; case Otc::FluidMana: color = Otc::FluidPurple; break; case Otc::FluidBeer: color = Otc::FluidBrown; break; case Otc::FluidOil: color = Otc::FluidBrown; break; case Otc::FluidBlood: color = Otc::FluidRed; break; case Otc::FluidSlime: color = Otc::FluidGreen; break; case Otc::FluidMud: color = Otc::FluidBrown; break; case Otc::FluidLemonade: color = Otc::FluidYellow; break; case Otc::FluidMilk: color = Otc::FluidWhite; break; case Otc::FluidWine: color = Otc::FluidPurple; break; case Otc::FluidHealth: color = Otc::FluidRed; break; case Otc::FluidUrine: color = Otc::FluidYellow; break; case Otc::FluidRum: color = Otc::FluidBrown; break; case Otc::FluidFruidJuice: color = Otc::FluidYellow; break; case Otc::FluidCoconutMilk: color = Otc::FluidWhite; break; case Otc::FluidTea: color = Otc::FluidBrown; break; case Otc::FluidMead: color = Otc::FluidBrown; break; default: color = Otc::FluidTransparent; break; } xPattern = (color % 4) % getNumPatternX(); yPattern = (color / 4) % getNumPatternY(); } else if(isGround() || isOnBottom()) { xPattern = m_position.x % getNumPatternX(); yPattern = m_position.y % getNumPatternY(); zPattern = m_position.z % getNumPatternZ(); } }
void Creature::internalDrawOutfit(Point dest, float scaleFactor, bool animateWalk, bool animateIdle, Otc::Direction direction, LightView *lightView) { g_painter->setColor(m_outfitColor); // outfit is a real creature if(m_outfit.getCategory() == ThingCategoryCreature) { int animationPhase = animateWalk ? m_walkAnimationPhase : 0; if(isAnimateAlways() && animateIdle) { int ticksPerFrame = 1000 / getAnimationPhases(); animationPhase = (g_clock.millis() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame; } // xPattern => creature direction int xPattern; if(direction == Otc::NorthEast || direction == Otc::SouthEast) xPattern = Otc::East; else if(direction == Otc::NorthWest || direction == Otc::SouthWest) xPattern = Otc::West; else xPattern = direction; int zPattern = 0; if(m_outfit.getMount() != 0) { auto datType = g_things.rawGetThingType(m_outfit.getMount(), ThingCategoryCreature); dest -= datType->getDisplacement() * scaleFactor; datType->draw(dest, scaleFactor, 0, xPattern, 0, 0, animationPhase, lightView); dest += getDisplacement() * scaleFactor; zPattern = std::min<int>(1, getNumPatternZ() - 1); } PointF jumpOffset = m_jumpOffset * scaleFactor; dest -= Point(stdext::round(jumpOffset.x), stdext::round(jumpOffset.y)); // yPattern => creature addon for(int yPattern = 0; yPattern < getNumPatternY(); yPattern++) { // continue if we dont have this addon if(yPattern > 0 && !(m_outfit.getAddons() & (1 << (yPattern-1)))) continue; auto datType = rawGetThingType(); datType->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase, yPattern == 0 ? lightView : nullptr); if(getLayers() > 1) { Color oldColor = g_painter->getColor(); Painter::CompositionMode oldComposition = g_painter->getCompositionMode(); g_painter->setCompositionMode(Painter::CompositionMode_Multiply); g_painter->setColor(m_outfit.getHeadColor()); datType->draw(dest, scaleFactor, SpriteMaskYellow, xPattern, yPattern, zPattern, animationPhase); g_painter->setColor(m_outfit.getBodyColor()); datType->draw(dest, scaleFactor, SpriteMaskRed, xPattern, yPattern, zPattern, animationPhase); g_painter->setColor(m_outfit.getLegsColor()); datType->draw(dest, scaleFactor, SpriteMaskGreen, xPattern, yPattern, zPattern, animationPhase); g_painter->setColor(m_outfit.getFeetColor()); datType->draw(dest, scaleFactor, SpriteMaskBlue, xPattern, yPattern, zPattern, animationPhase); g_painter->setColor(oldColor); g_painter->setCompositionMode(oldComposition); } } // outfit is a creature imitating an item or the invisible effect } else { ThingType *type = g_things.rawGetThingType(m_outfit.getAuxId(), m_outfit.getCategory()); int animationPhase = 0; int animationPhases = type->getAnimationPhases(); int animateTicks = Otc::ITEM_TICKS_PER_FRAME; // when creature is an effect we cant render the first and last animation phase, // instead we should loop in the phases between if(m_outfit.getCategory() == ThingCategoryEffect) { animationPhases = std::max<int>(1, animationPhases-2); animateTicks = Otc::INVISIBLE_TICKS_PER_FRAME; } if(animationPhases > 1) { if(animateIdle) animationPhase = (g_clock.millis() % (animateTicks * animationPhases)) / animateTicks; else animationPhase = animationPhases-1; } if(m_outfit.getCategory() == ThingCategoryEffect) animationPhase = std::min<int>(animationPhase+1, animationPhases); type->draw(dest - (getDisplacement() * scaleFactor), scaleFactor, 0, 0, 0, 0, animationPhase, lightView); } g_painter->resetColor(); }