📄 drawscenetext.vb.svn-base
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End If
End If
End If
End Sub
Public Sub DrawItemNameText(ByVal I As Integer)
Dim TempWidth As Short
Dim TempX, TempY As Short
Dim S As Short
If CheckMouseOverFloorItem(CursorX, CursorY, FloorItem(I).ServerIndex) = True Then
For S = 0 To 10
TextOverlayText(S) = ""
Next S
If CtrlDown = False Then
TextOverlay = True
TextOverlayText(0) = FloorItem(I).Name
GameSprite.Begin(SpriteFlags.DoNotSaveState)
DrawTextOverlay(CursorX + 15, CursorY + 10)
GameSprite.End()
ElseIf CtrlDown = True Then
TextOverlayType = 0
TextOverlay = True
TextOverlayText(0) = FloorItem(I).Name
TextOverlayText(1) = "This is just a test"
TextOverlayText(2) = "Detailed Item View."
GameSprite.Begin(SpriteFlags.DoNotSaveState)
RolloverItemImage = FloorItem(I).Look
ShowRolloverItemImage = True
DrawTextOverlay(CursorX + 15, CursorY + 10)
If WIL_ItemsImage.ImageLoaded(RolloverItemImage) = False Then
WIL_ItemsImage.ImageLoaded(RolloverItemImage) = True
LoadWILItemsImage(RolloverItemImage)
End If
GameSprite.Draw(WIL_ItemsImage.ImageTexture(RolloverItemImage), Rectangle.Empty, New Microsoft.DirectX.Vector3(0, 0, 0), New Microsoft.DirectX.Vector3(CursorX + 140, CursorY + 22, 0), Color.White)
GameSprite.End()
End If
End If
End Sub
Public Sub DrawInventoryText()
Dim TempX As Integer = Window(6).X
Dim TempY As Integer = Window(6).Y
If Window(6).Show = True Then
GameSprite.Begin(SpriteFlags.DoNotSaveState)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Gold & " Gold Pieces", TempX + 65 + 1, TempY + 201, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Gold & " Gold Pieces", TempX + 65 - 1, TempY + 201, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Gold & " Gold Pieces", TempX + 65, TempY + 201 + 1, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Gold & " Gold Pieces", TempX + 65, TempY + 201 - 1, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Gold & " Gold Pieces", TempX + 65, TempY + 201, Color.FromArgb(255, 255, 255))
GameSprite.End()
End If
End Sub
Public Sub DrawGuildText()
Dim TempX As Integer = Window(7).X
Dim TempY As Integer = Window(7).Y
If Window(7).Show = True Then
GameSprite.Begin(SpriteFlags.DoNotSaveState)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Guild, TempX + 325 + 1, TempY + 36, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Guild, TempX + 325 - 1, TempY + 36, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Guild, TempX + 325, TempY + 36 + 1, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Guild, TempX + 325, TempY + 36 - 1, Color.Black)
TempText.Size6.D3DNormal.DrawText(GameSprite, Actor.Guild, TempX + 325, TempY + 36, Color.FromArgb(255, 255, 255))
GameSprite.End()
End If
End Sub
Sub DrawAboveHead(ByVal Index As Short, ByVal TempX As Short, ByVal TempY As Short, ByVal SayChat As String)
If ChatOverHeadTick(Index) + (3000 * 10000) > DateTime.Now.Ticks Then
If ChatColour(Index) = ChatColours.White Then
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat, TempX, TempY - 5 - 1, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat, TempX, TempY - 5 + 1, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat, TempX - 1, TempY - 5, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat, TempX + 1, TempY - 5, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat, TempX, TempY - 5, Color.FromArgb(255, 255, 255))
ElseIf ChatColour(Index) = ChatColours.Yellow Then
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat.Remove(0, 3), TempX, TempY - 5 - 1, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat.Remove(0, 3), TempX, TempY - 5 + 1, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat.Remove(0, 3), TempX - 1, TempY - 5, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat.Remove(0, 3), TempX + 1, TempY - 5, Color.FromArgb(0, 0, 0))
TempText.Size10.D3DBold.DrawText(GameSprite, SayChat.Remove(0, 3), TempX, TempY - 5, Color.FromArgb(255, 255, 0))
End If
End If
End Sub
Public Sub DrawOverlayText(ByVal Lines As Short)
Dim I As Short
If Not TextOverlay = False Then
For I = 0 To 10
If Mid(TextOverlayText(I), 1, 14) = "Required Level" And Actor.Level >= InventoryItem(InventoryX, InventoryY).LevelReq Then
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 + 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 - 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) + 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) - 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I), Color.FromArgb(110, 219, 105))
ElseIf Mid(TextOverlayText(I), 1, 14) = "Required Level" And Actor.Level < InventoryItem(InventoryX, InventoryY).LevelReq Then
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 + 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 - 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) + 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) - 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I), Color.FromArgb(228, 56, 68))
ElseIf Mid(TextOverlayText(I), 1, 6) = "Weight" Then
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 + 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 - 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) + 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) - 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I), Color.FromArgb(174, 174, 174))
Else
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 + 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5 - 1, TextOverlayY + 5 + (14 * I), Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) + 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I) - 1, Color.Black)
TempText.Size6.D3DBold.DrawText(GameSprite, TextOverlayText(I), TextOverlayX + 5, TextOverlayY + 5 + (14 * I), Color.FromArgb(255, 255, 255))
End If
Next I
End If
End Sub
Public Sub DrawAboveHead()
Dim TempX As Short
Dim TempY As Short
Dim Index As Short
Dim TempWidth As Short
Dim I As Short
'find chat for actor
Dim TempVal As Short
If ChatPointer > 5 Then TempVal = 6 Else TempVal = ChatPointer
For I = ChatPointer - TempVal To ChatPointer
If Not ChatPlayerID(I) < 0 And ChatExist(I) = True Then
If ChatPlayerID(I) = Actor.ServerID Then
Dim Part1, Part2 As String
Index = I
Dim SayChat As String = ChatText(Index)
TempWidth = FindTextWidth(SayChat, TempText.Size10.SystemBold)
If CheckMouseOverActor(CursorX, CursorY) = True Or TabDown = True Then
TempY = Actor.MainTop - Actor.MainPlaceY - 50 - 25
Else
TempY = Actor.MainTop - Actor.MainPlaceY - 50 - 12
End If
If Actor.IsDead = True Then
TempY = TempY + 30
End If
TempX = Actor.MainLeft - Actor.MainPlaceX + 30 - (TempWidth / 2)
If ChatOverHead(I) = False Then
ChatOverHead(I) = True
ChatOverHeadTick(I) = DateTime.Now.Ticks
End If
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