Esempio n. 1
0
	Clothing::Clothing(int32_t equipid, const BodyDrawinfo& drawinfo) : ItemData(equipid)
	{
		static const CharacterLayer layers[15] = 
		{
			CL_HAT, CL_FACEACC, CL_EYEACC, CL_EARRINGS, CL_TOP, CL_MAIL,
			CL_PANTS, CL_SHOES, CL_GLOVE, CL_SHIELD, CL_CAPE, CL_RING,
			CL_PENDANT, CL_BELT, CL_MEDAL
		};

		static const Equipslot equipslots[15] =
		{
			EQL_CAP, EQL_FACEACC, EQL_EYEACC, EQL_EARRINGS, EQL_TOP, EQL_TOP,
			EQL_PANTS, EQL_SHOES, EQL_GLOVES, EQL_SHIELD, EQL_CAPE, EQL_RING,
			EQL_PENDANT, EQL_BELT, EQL_MEDAL
		};

		static const string equiptypes[15] = 
		{
			"HAT", "FACE ACCESSORY", "EYE ACCESSORY", "EARRINGS", "TOP", "OVERALL",
			"BOTTOM", "SHOES", "GLOVES", "SHIELD", "CAPE", "RING",
			"PENDANT", "BELT", "MEDAL"
		};

		CharacterLayer chlayer;
		int32_t index = (equipid / 10000) - 100;
		if (index >= 0 && index < 15)
		{
			chlayer = layers[index];
			eqslot = equipslots[index];
			type = equiptypes[index];
		}
		else if (index >= 30 && index <= 49)
		{
			chlayer = CL_WEAPON;
			eqslot = EQL_WEAPON;

			static const string weapontypes[20] =
			{
				"ONE-HANDED SWORD", "ONE-HANDED AXE", "ONE-HANDED MACE", "DAGGER",
				"", "", "", "WAND", "STAFF", "", "TWO-HANDED SWORD", "TWO-HANDED AXE",
				"TWO-HANDED MACE", "SPEAR", "POLEARM", "BOW", "CROSSBOW", "CLAW",
				"KNUCKLE", "GUN"
			};

			int32_t weaponindex = index - 30;
			if (weaponindex >= 0 && weaponindex < 20)
				type = weapontypes[weaponindex];
			else
				type = "CASH";
		}
		else
		{
			chlayer = CL_BASE;
			eqslot = EQL_NONE;
			type = "";
		}

		using nl::node;
		node equipnode = nl::nx::character[getcategory()]["0" + std::to_string(equipid) + ".img"];
		for (node stancenode : equipnode)
		{
			string stance = stancenode.name();
			if (stance == "info")
			{
				cash = stancenode["cash"].get_bool();
				tradeblock = stancenode["tradeBlock"].get_bool();
				price = stancenode["price"];
				slots = stancenode["tuc"];

				reqstats[MS_LEVEL] = stancenode["reqLevel"];
				reqstats[MS_JOB] = stancenode["reqJob"];
				reqstats[MS_STR] = stancenode["reqSTR"];
				reqstats[MS_DEX] = stancenode["reqDEX"];
				reqstats[MS_INT] = stancenode["reqINT"];
				reqstats[MS_LUK] = stancenode["reqLUK"];

				defstats[ES_STR] = stancenode["incSTR"];
				defstats[ES_DEX] = stancenode["incDEX"];
				defstats[ES_INT] = stancenode["incINT"];
				defstats[ES_LUK] = stancenode["incLUK"];
				defstats[ES_WATK] = stancenode["incPAD"];
				defstats[ES_WDEF] = stancenode["incPDD"];
				defstats[ES_MAGIC] = stancenode["incMAD"];
				defstats[ES_MDEF] = stancenode["incMDD"];
				defstats[ES_HP] = stancenode["incMHP"];
				defstats[ES_MP] = stancenode["incMMP"];
				defstats[ES_ACC] = stancenode["incACC"];
				defstats[ES_AVOID] = stancenode["incEVA"];
				defstats[ES_HANDS] = stancenode["incHANDS"];
				defstats[ES_SPEED] = stancenode["incSPEED"];
				defstats[ES_JUMP] = stancenode["incJUMP"];
			}
			else if (stance != "default" && stance != "backDefault")
			{
				uint8_t frame = 0;
				node framenode = stancenode[std::to_string(frame)];
				while (framenode.size() > 0)
				{
					for (node partnode : framenode)
					{
						string part = partnode.name();
						if (partnode.data_type() == node::type::bitmap)
						{
							CharacterLayer z = chlayer;
							string zs = partnode["z"];
							if (z == CL_WEAPON)
							{
								if (zs == "weaponOverHand")
									z = CL_WEAPONOHAND;
								else if (zs == "weaponOverGlove")
									z = CL_WEAPONOGLOVE;
								else if (zs == "backWeaponOverShield")
									z = CL_BACKWEAPON;
							}
							else if (z == CL_SHIELD)
							{
								if (zs == "shieldOverHair")
									z = CL_SHIELDOHAIR;
								else if (zs == "shieldBelowBody")
									z = CL_SHIELDBBODY;
								else if (zs == "backShield")
									z = CL_BACKSHIELD;
							}
							else if (part == "mailArm")
							{
								z = CL_MAILARM;
							}

							stances[stance][z][frame] = Texture(partnode);

							string parent;
							vector2d<int16_t> parentpos;
							for (node mapnode : partnode["map"])
							{
								if (mapnode.data_type() == node::type::vector)
								{
									parent = mapnode.name();
									parentpos = vector2d<int16_t>(mapnode);
								}
							}

							vector2d<int16_t> shift;
							switch (z)
							{
							case CL_FACEACC:
								shift -= parentpos;
								break;
							case CL_TOP:
							case CL_PANTS:
							case CL_CAPE:
							case CL_SHOES:
							case CL_MAIL:
							case CL_MAILARM:
							case CL_GLOVE:
							case CL_BACKWEAPON:
							case CL_BACKSHIELD:
								shift = drawinfo.getbodypos(stance, frame) - parentpos;
								break;
							case CL_HAT:
							case CL_EARRINGS:
							case CL_EYEACC:
								shift = drawinfo.getfacepos(stance, frame) - parentpos;
								break;
							case CL_SHIELD:
							case CL_SHIELDOHAIR:
							case CL_WEAPON:
							case CL_WEAPONOHAND:
							case CL_WEAPONOGLOVE:
								if (parent == "hand")
								{
									shift += drawinfo.getarmpos(stance, frame);
								}
								else if (parent == "handMove")
								{
									shift += drawinfo.gethandpos(stance, frame);
								}
								shift += drawinfo.getbodypos(stance, frame) - parentpos;
								break;
							default:
								shift = vector2d<int16_t>();
							}

							stances[stance][z][frame].setshift(shift);
						}
					}

					frame++;
					framenode = stancenode[std::to_string(frame)];
				}
			}
		}

		static const int32_t transparentequips[1] =
		{
			1002186
		};

		transparent = false;
		for (size_t i = 0; i < 1; i++)
		{
			if (equipid == transparentequips[i])
				transparent = true;
		}
	}
Esempio n. 2
0
	Clothing::Clothing(int32_t id, const BodyDrawinfo& drawinfo) 
		: itemid(id) {

		const EquipData& equipdata = EquipData::get(itemid);

		eqslot = equipdata.get_eqslot();
		if (eqslot == Equipslot::WEAPON)
		{
			twohanded = WeaponData::get(itemid)
				.is_twohanded();
		}
		else
		{
			twohanded = false;
		}

		constexpr size_t NON_WEAPON_TYPES = 15;
		constexpr size_t WEAPON_OFFSET = NON_WEAPON_TYPES + 15;
		constexpr size_t WEAPON_TYPES = 20;
		constexpr Layer layers[NON_WEAPON_TYPES] =
		{
			Layer::CAP, Layer::FACEACC, Layer::EYEACC, Layer::EARRINGS, Layer::TOP, Layer::MAIL,
			Layer::PANTS, Layer::SHOES, Layer::GLOVE, Layer::SHIELD, Layer::CAPE, Layer::RING,
			Layer::PENDANT, Layer::BELT, Layer::MEDAL
		};

		Layer chlayer;
		size_t index = (itemid / 10000) - 100;
		if (index < NON_WEAPON_TYPES)
		{
			chlayer = layers[index];
		}
		else if (index >= WEAPON_OFFSET && index < WEAPON_OFFSET + WEAPON_TYPES)
		{
			chlayer = Layer::WEAPON;
		}
		else
		{
			chlayer = Layer::CAPE;
		}

		std::string strid = "0" + std::to_string(itemid);
		std::string category = equipdata.get_itemdata().get_category();
		nl::node src = nl::nx::character[category][strid + ".img"];
		nl::node info = src["info"];

		vslot = info["vslot"];

		switch (int32_t standno = info["stand"])
		{
		case 1:
			stand = Stance::STAND1;
			break;
		case 2:
			stand = Stance::STAND2;
			break;
		default:
			stand = twohanded ? Stance::STAND2 : Stance::STAND1;
		}

		switch (int32_t walkno = info["walk"])
		{
		case 1:
			walk = Stance::WALK1;
			break;
		case 2:
			walk = Stance::WALK2;
			break;
		default:
			walk = twohanded ? Stance::WALK2 : Stance::WALK1;
		}

		for (auto iter : Stance::names)
		{
			Stance::Id stance = iter.first;
			const std::string& stancename = iter.second;

			nl::node stancenode = src[stancename];
			if (!stancenode)
				continue;

			for (uint8_t frame = 0; nl::node framenode = stancenode[frame]; ++frame)
			{
				for (nl::node partnode : framenode)
				{
					std::string part = partnode.name();
					if (!partnode || partnode.data_type() != nl::node::type::bitmap)
						continue;

					Layer z = chlayer;
					std::string zs = partnode["z"];
					if (part == "mailArm")
					{
						z = Layer::MAILARM;
					}
					else
					{
						auto sublayer_iter = sublayernames.find(zs);
						if (sublayer_iter != sublayernames.end())
							z = sublayer_iter->second;
					}

					std::string parent;
					Point<int16_t> parentpos;
					for (auto mapnode : partnode["map"])
					{
						if (mapnode.data_type() == nl::node::type::vector)
						{
							parent = mapnode.name();
							parentpos = mapnode;
						}
					}

					nl::node mapnode = partnode["map"];
					Point<int16_t> shift;
					switch (eqslot)
					{
					case Equipslot::FACEACC:
						shift -= parentpos;
						break;
					case Equipslot::SHOES:
					case Equipslot::GLOVES:
					case Equipslot::TOP:
					case Equipslot::PANTS:
					case Equipslot::CAPE:
						shift = drawinfo.get_body_position(stance, frame) - parentpos;
						break;
					case Equipslot::CAP:
					case Equipslot::EARRINGS:
					case Equipslot::EYEACC:
						shift = drawinfo.getfacepos(stance, frame) - parentpos;
						break;
					case Equipslot::SHIELD:
					case Equipslot::WEAPON:
						if (parent == "handMove")
						{
							shift += drawinfo.get_hand_position(stance, frame);
						} 
						else if (parent == "hand")
						{
							shift += drawinfo.get_arm_position(stance, frame);
						}
						else if (parent == "navel")
						{
							shift += drawinfo.get_body_position(stance, frame);
						}
						shift -= parentpos;
						break;
					}

					stances[stance][z]
						.emplace(frame, partnode)
						->second.shift(shift);
				}
			}
		}


		static const std::unordered_set<int32_t> transparents =
		{
			1002186
		};
		transparent = transparents.count(itemid) > 0;
	}