Added the possibility to specify enchantments by name in the constructor and AddFromString() function
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1542 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
73f787feb3
commit
d2b3011c05
@ -600,10 +600,12 @@ function HandleTestWndCmd(a_Split, a_Player)
|
||||
local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE);
|
||||
Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5);
|
||||
Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3);
|
||||
local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");
|
||||
Window:SetSlot(a_Player, 0, cItem(E_ITEM_DIAMOND, 64));
|
||||
Window:SetSlot(a_Player, 1, Item2);
|
||||
Window:SetSlot(a_Player, 2, Item3);
|
||||
Window:SetSlot(a_Player, 3, Item4);
|
||||
Window:SetSlot(a_Player, 4, Item5);
|
||||
Window:SetOnClosing(OnClosing);
|
||||
Window:SetOnSlotChanged(OnSlotChanged);
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
** Lua binding: AllToLua
|
||||
** Generated automatically by tolua++-1.0.92 on 06/02/13 12:36:50.
|
||||
** Generated automatically by tolua++-1.0.92 on 06/02/13 23:42:02.
|
||||
*/
|
||||
|
||||
#ifndef __cplusplus
|
||||
@ -14145,6 +14145,37 @@ static int tolua_AllToLua_cEnchantments_IsEmpty00(lua_State* tolua_S)
|
||||
}
|
||||
#endif //#ifndef TOLUA_DISABLE
|
||||
|
||||
/* method: StringToEnchantmentID of class cEnchantments */
|
||||
#ifndef TOLUA_DISABLE_tolua_AllToLua_cEnchantments_StringToEnchantmentID00
|
||||
static int tolua_AllToLua_cEnchantments_StringToEnchantmentID00(lua_State* tolua_S)
|
||||
{
|
||||
#ifndef TOLUA_RELEASE
|
||||
tolua_Error tolua_err;
|
||||
if (
|
||||
!tolua_isusertable(tolua_S,1,"cEnchantments",0,&tolua_err) ||
|
||||
!tolua_iscppstring(tolua_S,2,0,&tolua_err) ||
|
||||
!tolua_isnoobj(tolua_S,3,&tolua_err)
|
||||
)
|
||||
goto tolua_lerror;
|
||||
else
|
||||
#endif
|
||||
{
|
||||
const AString a_EnchantmentName = ((const AString) tolua_tocppstring(tolua_S,2,0));
|
||||
{
|
||||
int tolua_ret = (int) cEnchantments::StringToEnchantmentID(a_EnchantmentName);
|
||||
tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
|
||||
tolua_pushcppstring(tolua_S,(const char*)a_EnchantmentName);
|
||||
}
|
||||
}
|
||||
return 2;
|
||||
#ifndef TOLUA_RELEASE
|
||||
tolua_lerror:
|
||||
tolua_error(tolua_S,"#ferror in function 'StringToEnchantmentID'.",&tolua_err);
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
#endif //#ifndef TOLUA_DISABLE
|
||||
|
||||
/* method: new of class cItem */
|
||||
#ifndef TOLUA_DISABLE_tolua_AllToLua_cItem_new00
|
||||
static int tolua_AllToLua_cItem_new00(lua_State* tolua_S)
|
||||
@ -27701,6 +27732,7 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
|
||||
tolua_function(tolua_S,"SetLevel",tolua_AllToLua_cEnchantments_SetLevel00);
|
||||
tolua_function(tolua_S,"Clear",tolua_AllToLua_cEnchantments_Clear00);
|
||||
tolua_function(tolua_S,"IsEmpty",tolua_AllToLua_cEnchantments_IsEmpty00);
|
||||
tolua_function(tolua_S,"StringToEnchantmentID",tolua_AllToLua_cEnchantments_StringToEnchantmentID00);
|
||||
tolua_endmodule(tolua_S);
|
||||
#ifdef __cplusplus
|
||||
tolua_cclass(tolua_S,"cItem","cItem","",tolua_collect_cItem);
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
** Lua binding: AllToLua
|
||||
** Generated automatically by tolua++-1.0.92 on 06/02/13 12:36:50.
|
||||
** Generated automatically by tolua++-1.0.92 on 06/02/13 23:42:02.
|
||||
*/
|
||||
|
||||
/* Exported function */
|
||||
|
@ -51,9 +51,13 @@ void cEnchantments::AddFromString(const AString & a_StringSpec)
|
||||
continue;
|
||||
}
|
||||
int id = atoi(Split[0].c_str());
|
||||
if ((id == 0) && (Split[0] != "0"))
|
||||
{
|
||||
id = StringToEnchantmentID(Split[0]);
|
||||
}
|
||||
int lvl = atoi(Split[1].c_str());
|
||||
if (
|
||||
((id == 0) && (Split[0] != "0")) ||
|
||||
((id <= 0) && (Split[0] != "0")) ||
|
||||
((lvl == 0) && (Split[1] != "0"))
|
||||
)
|
||||
{
|
||||
@ -145,6 +149,51 @@ bool cEnchantments::IsEmpty(void) const
|
||||
|
||||
|
||||
|
||||
int cEnchantments::StringToEnchantmentID(const AString & a_EnchantmentName)
|
||||
{
|
||||
struct
|
||||
{
|
||||
int m_Value;
|
||||
const char * m_Name;
|
||||
} EnchantmentNames[] =
|
||||
{
|
||||
{ enchProtection, "Protection"},
|
||||
{ enchFireProtection, "FireProtection"},
|
||||
{ enchFeatherFalling, "FeatherFalling"},
|
||||
{ enchBlastProtection, "BlastProtection"},
|
||||
{ enchProjectileProtection, "ProjectileProtection"},
|
||||
{ enchRespiration, "Respiration"},
|
||||
{ enchAquaAffinity, "AquaAffinity"},
|
||||
{ enchThorns, "Thorns"},
|
||||
{ enchSharpness, "Sharpness"},
|
||||
{ enchSmite, "Smite"},
|
||||
{ enchBaneOfArthropods, "BaneOfArthropods"},
|
||||
{ enchKnockback, "Knockback"},
|
||||
{ enchFireAspect, "FireAspect"},
|
||||
{ enchLooting, "Looting"},
|
||||
{ enchEfficiency, "Efficiency"},
|
||||
{ enchSilkTouch, "SilkTouch"},
|
||||
{ enchUnbreaking, "Unbreaking"},
|
||||
{ enchFortune, "Fortune"},
|
||||
{ enchPower, "Power"},
|
||||
{ enchPunch, "Punch"},
|
||||
{ enchFlame, "Flame"},
|
||||
{ enchInfinity, "Infinity"},
|
||||
} ;
|
||||
for (int i = 0; i < ARRAYCOUNT(EnchantmentNames); i++)
|
||||
{
|
||||
if (NoCaseCompare(EnchantmentNames[i].m_Name, a_EnchantmentName) == 0)
|
||||
{
|
||||
return EnchantmentNames[i].m_Value;
|
||||
}
|
||||
} // for i - EnchantmentNames[]
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantments::WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const
|
||||
{
|
||||
// Write the enchantments into the specified NBT writer
|
||||
|
@ -26,9 +26,9 @@ class cParsedNBT;
|
||||
/** Class that stores item enchantments or stored-enchantments
|
||||
The enchantments may be serialized to a stringspec and read back from such stringspec.
|
||||
The format for the stringspec is "id=lvl;id=lvl;id=lvl...", with an optional semicolon at the end,
|
||||
mapping each enchantment's id onto its level.
|
||||
mapping each enchantment's id onto its level. ID may be either a number or the enchantment name.
|
||||
Level value of 0 means no such enchantment, and it will not be stored in the m_Enchantments.
|
||||
Serialization will never put zero-level enchantments into the stringspec.
|
||||
Serialization will never put zero-level enchantments into the stringspec and will always use numeric IDs.
|
||||
*/
|
||||
class cEnchantments
|
||||
{
|
||||
@ -84,6 +84,9 @@ public:
|
||||
/// Returns true if there are no enchantments
|
||||
bool IsEmpty(void) const;
|
||||
|
||||
/// Converts enchantment name to the numeric representation; returns -1 if enchantment name not found; case insensitive
|
||||
static int StringToEnchantmentID(const AString & a_EnchantmentName);
|
||||
|
||||
// tolua_end
|
||||
|
||||
/// Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments")
|
||||
|
Loading…
Reference in New Issue
Block a user