Rename CanRepairWithItem to CanRepairWithRawMaterial and rename Size() to Count()
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27f95454a9
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954b59d6f4
@ -83,7 +83,7 @@ void cEnchantments::AddFromString(const AString & a_StringSpec)
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size_t cEnchantments::Size(void)
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size_t cEnchantments::Count(void)
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{
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return m_Enchantments.size();
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}
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@ -85,7 +85,7 @@ public:
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void AddFromString(const AString & a_StringSpec);
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/** Get the count of enchantments */
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size_t Size(void);
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size_t Count(void);
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/** Serializes all the enchantments into a string */
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AString ToString(void) const;
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@ -60,7 +60,7 @@ public:
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return true;
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}
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virtual bool CanRepairWithItem(const cItem & a_Item) override
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virtual bool CanRepairWithRawMaterial(short a_ItemType) override
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{
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switch (m_ItemType)
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{
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@ -69,35 +69,35 @@ public:
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case E_ITEM_CHAIN_HELMET:
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case E_ITEM_CHAIN_LEGGINGS:
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{
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return (a_Item.m_ItemType == E_ITEM_IRON);
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return (a_ItemType == E_ITEM_IRON);
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}
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case E_ITEM_DIAMOND_BOOTS:
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case E_ITEM_DIAMOND_CHESTPLATE:
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case E_ITEM_DIAMOND_HELMET:
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case E_ITEM_DIAMOND_LEGGINGS:
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{
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return (a_Item.m_ItemType == E_ITEM_DIAMOND);
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return (a_ItemType == E_ITEM_DIAMOND);
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}
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case E_ITEM_IRON_BOOTS:
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case E_ITEM_IRON_CHESTPLATE:
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case E_ITEM_IRON_HELMET:
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case E_ITEM_IRON_LEGGINGS:
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{
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return (a_Item.m_ItemType == E_ITEM_IRON);
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return (a_ItemType == E_ITEM_IRON);
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}
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case E_ITEM_GOLD_BOOTS:
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case E_ITEM_GOLD_CHESTPLATE:
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case E_ITEM_GOLD_HELMET:
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case E_ITEM_GOLD_LEGGINGS:
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{
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return (a_Item.m_ItemType == E_ITEM_GOLD);
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return (a_ItemType == E_ITEM_GOLD);
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}
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case E_ITEM_LEATHER_BOOTS:
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case E_ITEM_LEATHER_CAP:
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case E_ITEM_LEATHER_PANTS:
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case E_ITEM_LEATHER_TUNIC:
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{
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return (a_Item.m_ItemType == E_ITEM_LEATHER);
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return (a_ItemType == E_ITEM_LEATHER);
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}
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}
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return false;
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@ -512,7 +512,7 @@ bool cItemHandler::IsPlaceable(void)
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bool cItemHandler::CanRepairWithItem(const cItem & a_Item)
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bool cItemHandler::CanRepairWithRawMaterial(short a_ItemType)
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{
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return false;
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}
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@ -86,7 +86,7 @@ public:
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virtual bool IsPlaceable(void);
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/** Can the anvil repair this item, when a_Item is the second input? */
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virtual bool CanRepairWithItem(const cItem & a_Item);
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virtual bool CanRepairWithRawMaterial(short a_ItemType);
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/** Get the repair cost from the item, or 0 if the item hasn't repair cost. */
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virtual int GetRepairCost(void);
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@ -86,15 +86,15 @@ public:
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return false;
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}
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virtual bool CanRepairWithItem(const cItem & a_Item) override
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virtual bool CanRepairWithRawMaterial(short a_ItemType) override
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{
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switch (m_ItemType)
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{
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case E_ITEM_WOODEN_PICKAXE: return (a_Item.m_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_PICKAXE: return (a_Item.m_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_PICKAXE: return (a_Item.m_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_PICKAXE: return (a_Item.m_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_PICKAXE: return (a_Item.m_ItemType == E_ITEM_DIAMOND);
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case E_ITEM_WOODEN_PICKAXE: return (a_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_PICKAXE: return (a_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_PICKAXE: return (a_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_PICKAXE: return (a_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_PICKAXE: return (a_ItemType == E_ITEM_DIAMOND);
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}
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return false;
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}
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@ -42,15 +42,15 @@ public:
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return (a_BlockType == E_BLOCK_SNOW);
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}
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virtual bool CanRepairWithItem(const cItem & a_Item) override
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virtual bool CanRepairWithRawMaterial(short a_ItemType) override
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{
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switch (m_ItemType)
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{
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case E_ITEM_WOODEN_SHOVEL: return (a_Item.m_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_SHOVEL: return (a_Item.m_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_SHOVEL: return (a_Item.m_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_SHOVEL: return (a_Item.m_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_SHOVEL: return (a_Item.m_ItemType == E_ITEM_DIAMOND);
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case E_ITEM_WOODEN_SHOVEL: return (a_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_SHOVEL: return (a_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_SHOVEL: return (a_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_SHOVEL: return (a_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_SHOVEL: return (a_ItemType == E_ITEM_DIAMOND);
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}
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return false;
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}
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@ -24,15 +24,15 @@ public:
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return (a_BlockType == E_BLOCK_COBWEB);
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}
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virtual bool CanRepairWithItem(const cItem & a_Item) override
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virtual bool CanRepairWithRawMaterial(short a_ItemType) override
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{
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switch (m_ItemType)
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{
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case E_ITEM_WOODEN_SWORD: return (a_Item.m_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_SWORD: return (a_Item.m_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_SWORD: return (a_Item.m_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_SWORD: return (a_Item.m_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_SWORD: return (a_Item.m_ItemType == E_ITEM_DIAMOND);
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case E_ITEM_WOODEN_SWORD: return (a_ItemType == E_BLOCK_PLANKS);
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case E_ITEM_STONE_SWORD: return (a_ItemType == E_BLOCK_COBBLESTONE);
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case E_ITEM_IRON_SWORD: return (a_ItemType == E_ITEM_IRON);
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case E_ITEM_GOLD_SWORD: return (a_ItemType == E_ITEM_GOLD);
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case E_ITEM_DIAMOND_SWORD: return (a_ItemType == E_ITEM_DIAMOND);
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}
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return false;
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}
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@ -797,7 +797,7 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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cFastRandom Random;
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if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && (Random.NextFloat(1.0F) < 0.12F))
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{
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NIBBLETYPE var4 = BlockMeta & 0x3;
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NIBBLETYPE Orientation = BlockMeta & 0x3;
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NIBBLETYPE AnvilDamage = BlockMeta >> 2;
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++AnvilDamage;
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@ -810,7 +810,7 @@ void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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}
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else
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{
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a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, var4 | AnvilDamage << 2);
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a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, Orientation | (AnvilDamage << 2));
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a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
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}
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}
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@ -832,7 +832,7 @@ bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
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(a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
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) &&
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(!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
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(m_MaximumCost > 0) // And: Is m_MaximumCost higher than 0?
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(m_MaximumCost > 0) // When no maximum cost is set, the item isn't set from the UpdateResult() method and can't be a valid enchanting result.
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);
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}
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@ -871,8 +871,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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if (!SecondInput.IsEmpty())
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{
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RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
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if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithItem(SecondInput))
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if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
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{
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// Tool and armor repair with special item (iron / gold / diamond / ...)
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int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
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@ -889,7 +888,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
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{
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Input.m_ItemDamage -= DamageDiff;
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NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Size();
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NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Count();
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DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
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++x;
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