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cuberite-2a/src/Items/ItemArmor.h

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#pragma once
#include "ItemHandler.h"
#include "../World.h"
class cItemArmorHandler :
public cItemHandler
{
public:
cItemArmorHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
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/** Move the armor to the armor slot of the player's inventory */
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virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
int SlotNum;
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if (ItemCategory::IsHelmet(a_Item.m_ItemType))
{
SlotNum = 0;
}
else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
{
SlotNum = 1;
}
else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
{
SlotNum = 2;
}
else if (ItemCategory::IsBoots(a_Item.m_ItemType))
{
SlotNum = 3;
}
else
{
LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
return false;
}
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if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
{
return false;
}
a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
cItem Item(a_Item);
Item.m_ItemCount--;
if (Item.m_ItemCount <= 0)
{
Item.Empty();
}
a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
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return true;
}
virtual bool CanRepairWithRawMaterial(short a_ItemType) override
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{
switch (m_ItemType)
{
case E_ITEM_CHAIN_BOOTS:
case E_ITEM_CHAIN_CHESTPLATE:
case E_ITEM_CHAIN_HELMET:
case E_ITEM_CHAIN_LEGGINGS:
{
return (a_ItemType == E_ITEM_IRON);
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}
case E_ITEM_DIAMOND_BOOTS:
case E_ITEM_DIAMOND_CHESTPLATE:
case E_ITEM_DIAMOND_HELMET:
case E_ITEM_DIAMOND_LEGGINGS:
{
return (a_ItemType == E_ITEM_DIAMOND);
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}
case E_ITEM_IRON_BOOTS:
case E_ITEM_IRON_CHESTPLATE:
case E_ITEM_IRON_HELMET:
case E_ITEM_IRON_LEGGINGS:
{
return (a_ItemType == E_ITEM_IRON);
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}
case E_ITEM_GOLD_BOOTS:
case E_ITEM_GOLD_CHESTPLATE:
case E_ITEM_GOLD_HELMET:
case E_ITEM_GOLD_LEGGINGS:
{
return (a_ItemType == E_ITEM_GOLD);
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}
case E_ITEM_LEATHER_BOOTS:
case E_ITEM_LEATHER_CAP:
case E_ITEM_LEATHER_PANTS:
case E_ITEM_LEATHER_TUNIC:
{
return (a_ItemType == E_ITEM_LEATHER);
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}
}
return false;
}
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} ;