Leather Armor can now be dyed.
* Created new color class to handle dye-related coloring
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@ -552,6 +552,44 @@ GlisteringMelon = MelonSlice, 2:2 | GoldNugget, 1:1, 1:2, 1:3, 2:1, 2:3, 3:1
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GoldNugget, 9 = GoldIngot, *
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EnchantmentTable = Obsidian, 1:3, 2:3, 3:3, 2:2 | Diamond, 1:2, 3:2 | Book, 2:1
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#******************************************************#
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# Dyed Armor
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# Do not modify
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherHelmet = LeatherHelmet^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherChestplate = LeatherChestplate^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherPants = LeatherPants^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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LeatherBoots = LeatherBoots^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, * | Dye^-1, *
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#******************************************************#
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# Fireworks & Co.
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@ -28,6 +28,7 @@ SET (SRCS
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ChunkSender.cpp
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ChunkStay.cpp
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ClientHandle.cpp
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Color.cpp
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CommandOutput.cpp
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CompositeChat.cpp
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CraftingRecipes.cpp
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76
src/Color.cpp
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76
src/Color.cpp
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@ -0,0 +1,76 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Color.h"
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#define COLOR_RED_BITS 0x00FF0000
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#define COLOR_GREEN_BITS 0x0000FF00
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#define COLOR_BLUE_BITS 0x000000FF
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#define COLOR_RED_OFFSET 16
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#define COLOR_GREEN_OFFSET 8
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void cColor::SetColor(unsigned char a_Red, unsigned char a_Green, unsigned char a_Blue)
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{
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m_Color = (static_cast<unsigned int>(a_Red) << COLOR_RED_OFFSET) + (static_cast<unsigned int>(a_Green) << COLOR_GREEN_OFFSET) + (static_cast<unsigned int>(a_Blue));
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}
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void cColor::SetRed(unsigned char a_Red)
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{
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m_Color = (static_cast<unsigned int>(a_Red) << COLOR_RED_OFFSET) + ((COLOR_GREEN_BITS | COLOR_BLUE_BITS) & m_Color);
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}
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void cColor::SetGreen(unsigned char a_Green)
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{
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m_Color = (static_cast<unsigned int>(a_Green) << COLOR_GREEN_OFFSET) + ((COLOR_RED_BITS | COLOR_BLUE_BITS) & m_Color);
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}
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void cColor::SetBlue(unsigned char a_Blue)
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{
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m_Color = static_cast<unsigned int>(a_Blue) + ((COLOR_RED_BITS | COLOR_GREEN_BITS) & m_Color);
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}
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unsigned char cColor::GetRed() const
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{
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return (m_Color & COLOR_RED_BITS) >> COLOR_RED_OFFSET;
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}
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unsigned char cColor::GetGreen() const
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{
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return (m_Color & COLOR_GREEN_BITS) >> COLOR_GREEN_OFFSET;
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}
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unsigned char cColor::GetBlue() const
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{
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return m_Color & COLOR_BLUE_BITS;
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}
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58
src/Color.h
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58
src/Color.h
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// Color.h
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// Declares a class to handle item color related code
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#pragma once
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// tolua_begin
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class cColor
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{
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public:
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enum
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{
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COLOR_MIN = 0,
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COLOR_MAX = 255,
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COLOR_LIMIT = 256,
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COLOR_NONE = 0xFFFFFFFF,
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};
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cColor() { m_Color = COLOR_NONE;}
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cColor(unsigned char a_Red, unsigned char a_Green, unsigned char a_Blue) { SetColor(a_Red, a_Green, a_Blue); }
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/// Returns whether the color is a valid color
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bool IsValid() const { return m_Color != COLOR_NONE; }
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/// Changes the color
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void SetColor(unsigned char a_Red, unsigned char a_Green, unsigned char a_Blue);
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/// Alters the red value of the color
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void SetRed(unsigned char a_Red);
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/// Alters the green value of the color
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void SetGreen(unsigned char a_Red);
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/// Alters the blue value of the color
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void SetBlue(unsigned char a_Red);
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/// Returns the red value of the color
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unsigned char GetRed() const;
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/// Returns the green value of the color
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unsigned char GetGreen() const;
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/// Returns the blue value of the color
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unsigned char GetBlue() const;
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/// Resets the color
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void Clear() { m_Color = COLOR_NONE; }
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// tolua_end
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unsigned int m_Color;
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};
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@ -787,6 +787,9 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti
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// We use Recipe instead of a_Recipe because we want the wildcard ingredients' slot numbers as well, which was just added previously
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HandleFireworks(a_CraftingGrid, Recipe.get(), a_GridStride, a_OffsetX, a_OffsetY);
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// Handle Dyed Leather
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HandleDyedLeather(a_CraftingGrid, Recipe.get(), a_GridStride, a_GridWidth, a_GridHeight);
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return Recipe.release();
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}
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@ -874,3 +877,192 @@ void cCraftingRecipes::HandleFireworks(const cItem * a_CraftingGrid, cCraftingRe
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void cCraftingRecipes::HandleDyedLeather(const cItem * a_CraftingGrid, cCraftingRecipes::cRecipe * a_Recipe, int a_GridStride, int a_GridWidth, int a_GridHeight)
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{
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short result_type = a_Recipe->m_Result.m_ItemType;
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if ((result_type == E_ITEM_LEATHER_CAP) || (result_type == E_ITEM_LEATHER_TUNIC) || (result_type == E_ITEM_LEATHER_PANTS) || (result_type == E_ITEM_LEATHER_BOOTS))
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{
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bool found = false;
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cItem temp;
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float red = 0;
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float green = 0;
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float blue = 0;
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float dye_count = 0;
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for (int x = 0; x < a_GridWidth; ++x)
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{
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for (int y = 0; y < a_GridHeight; ++y)
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{
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int GridIdx = x + a_GridStride * y;
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if ((a_CraftingGrid[GridIdx].m_ItemType == result_type) && (found == false))
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{
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found = true;
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temp = a_CraftingGrid[GridIdx].CopyOne();
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// The original color of the item affects the result
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if (temp.m_ItemColor.IsValid())
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{
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red += temp.m_ItemColor.GetRed();
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green += temp.m_ItemColor.GetGreen();
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blue += temp.m_ItemColor.GetBlue();
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++dye_count;
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}
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}
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else if (a_CraftingGrid[GridIdx].m_ItemType == E_ITEM_DYE)
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{
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switch (a_CraftingGrid[GridIdx].m_ItemDamage)
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{
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case E_META_DYE_BLACK:
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{
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red += 23;
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green += 23;
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blue += 23;
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break;
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}
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case E_META_DYE_RED:
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{
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red += 142;
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green += 47;
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blue += 47;
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break;
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}
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case E_META_DYE_GREEN:
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{
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red += 95;
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green += 118;
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blue += 47;
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break;
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}
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case E_META_DYE_BROWN:
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{
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red += 95;
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green += 71;
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blue += 47;
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break;
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}
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case E_META_DYE_BLUE:
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{
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red += 47;
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green += 71;
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blue += 165;
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break;
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}
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case E_META_DYE_PURPLE:
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{
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red += 118;
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green += 59;
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blue += 165;
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break;
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}
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case E_META_DYE_CYAN:
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{
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red += 71;
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green += 118;
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blue += 142;
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break;
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}
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case E_META_DYE_LIGHTGRAY:
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{
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red += 142;
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green += 142;
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blue += 142;
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break;
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}
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case E_META_DYE_GRAY:
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{
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red += 71;
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green += 71;
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blue += 71;
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break;
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}
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case E_META_DYE_PINK:
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{
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red += 225;
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green += 118;
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blue += 153;
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break;
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}
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case E_META_DYE_LIGHTGREEN:
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{
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red += 118;
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green += 190;
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blue += 23;
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break;
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}
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case E_META_DYE_YELLOW:
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{
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red += 213;
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green += 213;
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blue += 47;
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break;
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}
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case E_META_DYE_LIGHTBLUE:
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{
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red += 95;
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green += 142;
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blue += 201;
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break;
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}
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case E_META_DYE_MAGENTA:
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{
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red += 165;
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green += 71;
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blue += 201;
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break;
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}
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case E_META_DYE_ORANGE:
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{
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red += 201;
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green += 118;
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blue += 47;
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break;
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}
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case E_META_DYE_WHITE:
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{
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red += 237;
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green += 237;
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blue += 237;
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break;
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}
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}
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++dye_count;
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}
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else if (a_CraftingGrid[GridIdx].m_ItemType != E_ITEM_EMPTY)
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{
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return;
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}
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}
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}
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if (!found)
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{
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return;
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}
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// Calculate the rgb values
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double maximum = static_cast<double>(std::max({red, green, blue}));
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double average_red = red / dye_count;
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double average_green = green / dye_count;
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double average_blue = blue / dye_count;
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double average_max = maximum / dye_count;
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double max_average = std::max({average_red, average_green, average_blue});
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double gain_factor = average_max / max_average;
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unsigned char result_red = static_cast<unsigned char>(average_red * gain_factor);
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unsigned char result_green = static_cast<unsigned char>(average_green * gain_factor);
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unsigned char result_blue = static_cast<unsigned char>(average_blue * gain_factor);
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// Set the results values
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a_Recipe->m_Result = temp;
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a_Recipe->m_Result.m_ItemColor.SetColor(result_red, result_green, result_blue);
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}
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}
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@ -168,6 +168,9 @@ protected:
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/** Searches for anything firework related, and does the data setting if appropriate */
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void HandleFireworks(const cItem * a_CraftingGrid, cCraftingRecipes::cRecipe * a_Recipe, int a_GridStride, int a_OffsetX, int a_OffsetY);
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/// Searches for anything dye related for leather, calculates the appropriate color value, and sets the resulting value.
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void HandleDyedLeather(const cItem * a_CraftingGrid, cCraftingRecipes::cRecipe * a_Recipe, int a_GridStride, int a_GridWidth, int a_GridHeight);
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} ;
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19
src/Item.cpp
19
src/Item.cpp
@ -142,6 +142,13 @@ void cItem::GetJson(Json::Value & a_OutValue) const
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a_OutValue["Lore"] = m_Lore;
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}
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if (m_ItemColor.IsValid())
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{
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a_OutValue["Color_Red"] = m_ItemColor.GetRed();
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a_OutValue["Color_Green"] = m_ItemColor.GetGreen();
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a_OutValue["Color_Blue"] = m_ItemColor.GetBlue();
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}
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if ((m_ItemType == E_ITEM_FIREWORK_ROCKET) || (m_ItemType == E_ITEM_FIREWORK_STAR))
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{
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a_OutValue["Flicker"] = m_FireworkItem.m_HasFlicker;
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@ -172,6 +179,18 @@ void cItem::FromJson(const Json::Value & a_Value)
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m_CustomName = a_Value.get("Name", "").asString();
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m_Lore = a_Value.get("Lore", "").asString();
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int red = a_Value.get("Color_Red", -1).asInt();
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int green = a_Value.get("Color_Green", -1).asInt();
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int blue = a_Value.get("Color_Blue", -1).asInt();
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if ((red > -1) && (red < static_cast<int>(cColor::COLOR_LIMIT)) && (green > -1) && (green < static_cast<int>(cColor::COLOR_LIMIT)) && (blue > -1) && (blue < static_cast<int>(cColor::COLOR_LIMIT)))
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{
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m_ItemColor.SetColor(static_cast<unsigned char>(red), static_cast<unsigned char>(green), static_cast<unsigned char>(blue));
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}
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else if ((red != -1) || (blue != -1) || (green != -1))
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{
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LOGWARNING("Item with invalid red, green, and blue values read in from json file.");
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}
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if ((m_ItemType == E_ITEM_FIREWORK_ROCKET) || (m_ItemType == E_ITEM_FIREWORK_STAR))
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{
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m_FireworkItem.m_HasFlicker = a_Value.get("Flicker", false).asBool();
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|
11
src/Item.h
11
src/Item.h
@ -12,6 +12,7 @@
|
||||
#include "Defines.h"
|
||||
#include "Enchantments.h"
|
||||
#include "WorldStorage/FireworksSerializer.h"
|
||||
#include "Color.h"
|
||||
|
||||
|
||||
|
||||
@ -19,6 +20,7 @@
|
||||
|
||||
// fwd:
|
||||
class cItemHandler;
|
||||
class cColor;
|
||||
|
||||
namespace Json
|
||||
{
|
||||
@ -41,7 +43,8 @@ public:
|
||||
m_CustomName(""),
|
||||
m_Lore(""),
|
||||
m_RepairCost(0),
|
||||
m_FireworkItem()
|
||||
m_FireworkItem(),
|
||||
m_ItemColor()
|
||||
{
|
||||
}
|
||||
|
||||
@ -62,7 +65,8 @@ public:
|
||||
m_CustomName (a_CustomName),
|
||||
m_Lore (a_Lore),
|
||||
m_RepairCost (0),
|
||||
m_FireworkItem()
|
||||
m_FireworkItem(),
|
||||
m_ItemColor()
|
||||
{
|
||||
if (!IsValidItem(m_ItemType))
|
||||
{
|
||||
@ -105,6 +109,7 @@ public:
|
||||
m_Lore = "";
|
||||
m_RepairCost = 0;
|
||||
m_FireworkItem.EmptyData();
|
||||
m_ItemColor.Clear();
|
||||
}
|
||||
|
||||
|
||||
@ -114,6 +119,7 @@ public:
|
||||
m_ItemCount = 0;
|
||||
m_ItemDamage = 0;
|
||||
m_RepairCost = 0;
|
||||
m_ItemColor.Clear();
|
||||
}
|
||||
|
||||
|
||||
@ -206,6 +212,7 @@ public:
|
||||
|
||||
int m_RepairCost;
|
||||
cFireworkItem m_FireworkItem;
|
||||
cColor m_ItemColor;
|
||||
};
|
||||
// tolua_end
|
||||
|
||||
|
@ -2646,6 +2646,10 @@ void cProtocol172::ParseItemMetadata(cItem & a_Item, const AString & a_Metadata)
|
||||
|
||||
a_Item.m_Lore = Lore;
|
||||
}
|
||||
else if ((NBT.GetType(displaytag) == TAG_Int) && (NBT.GetName(displaytag) == "color"))
|
||||
{
|
||||
a_Item.m_ItemColor.m_Color = static_cast<unsigned int>(NBT.GetInt(displaytag));
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((TagName == "Fireworks") || (TagName == "Explosion"))
|
||||
@ -2732,7 +2736,7 @@ void cProtocol172::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
|
||||
a_Pkt.WriteBEInt8(a_Item.m_ItemCount);
|
||||
a_Pkt.WriteBEInt16(a_Item.m_ItemDamage);
|
||||
|
||||
if (a_Item.m_Enchantments.IsEmpty() && a_Item.IsBothNameAndLoreEmpty() && (a_Item.m_ItemType != E_ITEM_FIREWORK_ROCKET) && (a_Item.m_ItemType != E_ITEM_FIREWORK_STAR))
|
||||
if (a_Item.m_Enchantments.IsEmpty() && a_Item.IsBothNameAndLoreEmpty() && (a_Item.m_ItemType != E_ITEM_FIREWORK_ROCKET) && (a_Item.m_ItemType != E_ITEM_FIREWORK_STAR) && !a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
a_Pkt.WriteBEInt16(-1);
|
||||
return;
|
||||
@ -2749,9 +2753,15 @@ void cProtocol172::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
|
||||
const char * TagName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench";
|
||||
EnchantmentSerializer::WriteToNBTCompound(a_Item.m_Enchantments, Writer, TagName);
|
||||
}
|
||||
if (!a_Item.IsBothNameAndLoreEmpty())
|
||||
if (!a_Item.IsBothNameAndLoreEmpty() || a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
Writer.BeginCompound("display");
|
||||
|
||||
if (a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
Writer.AddInt("color", static_cast<int>(a_Item.m_ItemColor.m_Color));
|
||||
}
|
||||
|
||||
if (!a_Item.IsCustomNameEmpty())
|
||||
{
|
||||
Writer.AddString("Name", a_Item.m_CustomName.c_str());
|
||||
|
@ -2898,6 +2898,10 @@ void cProtocol180::ParseItemMetadata(cItem & a_Item, const AString & a_Metadata)
|
||||
|
||||
a_Item.m_Lore = Lore;
|
||||
}
|
||||
else if ((NBT.GetType(displaytag) == TAG_Int) && (NBT.GetName(displaytag) == "color"))
|
||||
{
|
||||
a_Item.m_ItemColor.m_Color = static_cast<unsigned int>(NBT.GetInt(displaytag));
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((TagName == "Fireworks") || (TagName == "Explosion"))
|
||||
@ -3047,12 +3051,13 @@ void cProtocol180::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
|
||||
a_Pkt.WriteBEInt8(a_Item.m_ItemCount);
|
||||
a_Pkt.WriteBEInt16(a_Item.m_ItemDamage);
|
||||
|
||||
if (a_Item.m_Enchantments.IsEmpty() && a_Item.IsBothNameAndLoreEmpty() && (a_Item.m_ItemType != E_ITEM_FIREWORK_ROCKET) && (a_Item.m_ItemType != E_ITEM_FIREWORK_STAR))
|
||||
if (a_Item.m_Enchantments.IsEmpty() && a_Item.IsBothNameAndLoreEmpty() && (a_Item.m_ItemType != E_ITEM_FIREWORK_ROCKET) && (a_Item.m_ItemType != E_ITEM_FIREWORK_STAR) && !a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
a_Pkt.WriteBEInt8(0);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Send the enchantments and custom names:
|
||||
cFastNBTWriter Writer;
|
||||
if (a_Item.m_RepairCost != 0)
|
||||
@ -3064,9 +3069,14 @@ void cProtocol180::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
|
||||
const char * TagName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench";
|
||||
EnchantmentSerializer::WriteToNBTCompound(a_Item.m_Enchantments, Writer, TagName);
|
||||
}
|
||||
if (!a_Item.IsBothNameAndLoreEmpty())
|
||||
if (!a_Item.IsBothNameAndLoreEmpty() || a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
Writer.BeginCompound("display");
|
||||
if (a_Item.m_ItemColor.IsValid())
|
||||
{
|
||||
Writer.AddInt("color", static_cast<int>(a_Item.m_ItemColor.m_Color));
|
||||
}
|
||||
|
||||
if (!a_Item.IsCustomNameEmpty())
|
||||
{
|
||||
Writer.AddString("Name", a_Item.m_CustomName.c_str());
|
||||
|
Loading…
Reference in New Issue
Block a user