commit
66c5c81e02
@ -25,6 +25,13 @@ public:
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}
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virtual void OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
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{
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cWindow * Window = new cAnvilWindow(a_BlockX, a_BlockY, a_BlockZ);
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a_Player->OpenWindow(Window);
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}
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virtual bool GetPlacementBlockTypeMeta(
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cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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@ -633,6 +633,10 @@ void cClientHandle::HandlePluginMessage(const AString & a_Channel, const AString
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// Client <-> Server branding exchange
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SendPluginMessage("MC|Brand", "MCServer");
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}
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else if (a_Channel == "MC|ItemName")
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{
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HandleAnvilItemName(a_Message.c_str(), a_Message.size());
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}
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else if (a_Channel == "REGISTER")
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{
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if (HasPluginChannel(a_Channel))
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@ -774,6 +778,29 @@ void cClientHandle::HandleCommandBlockMessage(const char * a_Data, size_t a_Leng
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void cClientHandle::HandleAnvilItemName(const char * a_Data, size_t a_Length)
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{
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if (a_Length < 1)
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{
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return;
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}
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if ((m_Player->GetWindow() == NULL) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil))
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{
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return;
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}
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AString Name(a_Data, a_Length);
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if (Name.length() <= 30)
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{
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((cAnvilWindow *)m_Player->GetWindow())->SetRepairedItemName(Name, m_Player);
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}
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}
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void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, char a_Status)
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{
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LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
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@ -386,6 +386,9 @@ private:
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/** Handles the "MC|AdvCdm" plugin message */
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void HandleCommandBlockMessage(const char * a_Data, size_t a_Length);
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/** Handles the "MC|ItemName" plugin message */
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void HandleAnvilItemName(const char * a_Data, size_t a_Length);
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// cSocketThreads::cCallback overrides:
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virtual void DataReceived (const char * a_Data, size_t a_Size) override; // Data is received from the client
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virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client
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@ -83,6 +83,15 @@ void cEnchantments::AddFromString(const AString & a_StringSpec)
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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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AString cEnchantments::ToString(void) const
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{
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// Serialize all the enchantments into a string
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@ -84,6 +84,9 @@ public:
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/** Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it */
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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 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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@ -60,6 +60,49 @@ public:
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return true;
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}
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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_CHAIN_BOOTS:
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case E_ITEM_CHAIN_CHESTPLATE:
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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_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_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_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_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_ItemType == E_ITEM_LEATHER);
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}
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}
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return false;
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}
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} ;
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@ -511,6 +511,25 @@ bool cItemHandler::IsPlaceable(void)
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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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int cItemHandler::GetRepairCost(void)
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{
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return 0;
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}
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bool cItemHandler::CanHarvestBlock(BLOCKTYPE a_BlockType)
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{
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UNUSED(a_BlockType);
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@ -85,6 +85,12 @@ public:
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/** Blocks simply get placed */
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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 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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/** Called before a block is placed into a world.
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The handler should return true to allow placement, false to refuse.
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Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
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@ -85,6 +85,19 @@ public:
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}
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return false;
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}
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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_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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} ;
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@ -41,4 +41,18 @@ public:
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{
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return (a_BlockType == E_BLOCK_SNOW);
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}
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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_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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};
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@ -23,6 +23,19 @@ public:
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{
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return (a_BlockType == E_BLOCK_COBWEB);
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}
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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_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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} ;
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@ -254,6 +254,10 @@ void cSandSimulator::FinishFalling(
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{
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// Rematerialize the material here:
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a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
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if (a_FallingBlockType == E_BLOCK_ANVIL)
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{
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a_World->BroadcastSoundParticleEffect(1022, a_BlockX, a_BlockY, a_BlockZ, 0);
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}
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return;
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}
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@ -244,7 +244,7 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
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{
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for (int i = 0; i < m_NumSlots; i++)
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{
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@ -264,7 +264,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
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{
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NumFit = a_ItemStack.m_ItemCount;
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}
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if (a_Apply)
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if (a_ShouldApply)
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{
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cItem NewSlot(a_ItemStack);
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NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
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@ -595,6 +595,403 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaAnvil:
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cSlotAreaAnvil::cSlotAreaAnvil(cAnvilWindow & a_ParentWindow) :
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cSlotAreaTemporary(3, a_ParentWindow),
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m_MaximumCost(0)
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{
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}
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void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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if (a_SlotNum != 2)
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{
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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UpdateResult(a_Player);
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return;
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}
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bool bAsync = false;
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if (GetSlot(a_SlotNum, a_Player) == NULL)
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{
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LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
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return;
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}
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if (a_ClickAction == caDblClick)
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{
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return;
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}
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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return;
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
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LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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if (Slot.IsEmpty())
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{
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return;
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}
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if (!DraggingItem.IsEmpty())
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{
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if (!(DraggingItem.IsEqual(Slot) && ((DraggingItem.m_ItemCount + Slot.m_ItemCount) <= cItemHandler::GetItemHandler(Slot)->GetMaxStackSize())))
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{
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return;
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}
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}
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if (!CanTakeResultItem(a_Player))
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{
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return;
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}
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cItem NewItem = cItem(Slot);
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NewItem.m_ItemCount += DraggingItem.m_ItemCount;
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Slot.Empty();
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DraggingItem.Empty();
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SetSlot(a_SlotNum, a_Player, Slot);
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DraggingItem = NewItem;
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OnTakeResult(a_Player);
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if (bAsync)
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{
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m_ParentWindow.BroadcastWholeWindow();
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}
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}
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void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
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{
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if (a_SlotNum != 2)
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{
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super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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UpdateResult(a_Player);
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return;
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}
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// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
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{
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return;
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}
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m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
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if (Slot.IsEmpty())
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{
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Slot.Empty();
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OnTakeResult(a_Player);
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
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{
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for (int i = 0; i < 2; i++)
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{
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const cItem * Slot = GetSlot(i, a_Player);
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if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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{
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// Different items
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continue;
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}
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int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
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if (NumFit <= 0)
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{
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// Full stack already
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continue;
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}
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if (NumFit > a_ItemStack.m_ItemCount)
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{
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NumFit = a_ItemStack.m_ItemCount;
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}
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if (a_ShouldApply)
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{
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cItem NewSlot(a_ItemStack);
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NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
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SetSlot(i, a_Player, NewSlot);
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}
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a_ItemStack.m_ItemCount -= NumFit;
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if (a_ItemStack.IsEmpty())
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{
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UpdateResult(a_Player);
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return;
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}
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} // for i - Slots
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UpdateResult(a_Player);
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}
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void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
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{
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.DeltaExperience(cPlayer::XpForLevel(m_MaximumCost));
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}
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SetSlot(0, a_Player, cItem());
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if (m_StackSizeToBeUsedInRepair > 0)
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{
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const cItem * Item = GetSlot(1, a_Player);
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if (!Item->IsEmpty() && (Item->m_ItemCount > m_StackSizeToBeUsedInRepair))
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{
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cItem NewSecondItem(*Item);
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NewSecondItem.m_ItemCount -= m_StackSizeToBeUsedInRepair;
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SetSlot(1, a_Player, NewSecondItem);
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}
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else
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{
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SetSlot(1, a_Player, cItem());
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}
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}
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else
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{
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SetSlot(1, a_Player, cItem());
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}
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m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
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m_MaximumCost = 0;
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((cAnvilWindow*)&m_ParentWindow)->SetRepairedItemName("", NULL);
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int PosX, PosY, PosZ;
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((cAnvilWindow*)&m_ParentWindow)->GetBlockPos(PosX, PosY, PosZ);
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BLOCKTYPE Block;
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NIBBLETYPE BlockMeta;
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a_Player.GetWorld()->GetBlockTypeMeta(PosX, PosY, PosZ, Block, BlockMeta);
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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 Orientation = BlockMeta & 0x3;
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NIBBLETYPE AnvilDamage = BlockMeta >> 2;
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++AnvilDamage;
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if (AnvilDamage > 2)
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{
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// Anvil will break
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a_Player.GetWorld()->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, (NIBBLETYPE)0);
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a_Player.GetWorld()->BroadcastSoundParticleEffect(1020, PosX, PosY, PosZ, 0);
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a_Player.CloseWindow(false);
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}
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else
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{
|
||||
a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, Orientation | (AnvilDamage << 2));
|
||||
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
|
||||
{
|
||||
return (
|
||||
(
|
||||
a_Player.IsGameModeCreative() || // Is the player in gamemode?
|
||||
(a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
|
||||
) &&
|
||||
(!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
|
||||
(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.
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
|
||||
{
|
||||
TossItems(a_Player, 0, 2);
|
||||
super::OnPlayerRemoved(a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
|
||||
{
|
||||
cItem Input(*GetSlot(0, a_Player));
|
||||
cItem SecondInput(*GetSlot(1, a_Player));
|
||||
cItem Output(*GetSlot(2, a_Player));
|
||||
|
||||
if (Input.IsEmpty() && !Output.IsEmpty())
|
||||
{
|
||||
Output.Empty();
|
||||
SetSlot(2, a_Player, Output);
|
||||
m_ParentWindow.SetProperty(0, 0, a_Player);
|
||||
return;
|
||||
}
|
||||
|
||||
m_MaximumCost = 0;
|
||||
m_StackSizeToBeUsedInRepair = 0;
|
||||
int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost();
|
||||
int NeedExp = 0;
|
||||
if (!SecondInput.IsEmpty())
|
||||
{
|
||||
RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
|
||||
if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
|
||||
{
|
||||
// Tool and armor repair with special item (iron / gold / diamond / ...)
|
||||
int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
|
||||
if (DamageDiff < 0)
|
||||
{
|
||||
// No enchantment
|
||||
Output.Empty();
|
||||
SetSlot(2, a_Player, Output);
|
||||
m_ParentWindow.SetProperty(0, 0, a_Player);
|
||||
return;
|
||||
}
|
||||
|
||||
int x = 0;
|
||||
while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
|
||||
{
|
||||
Input.m_ItemDamage -= DamageDiff;
|
||||
NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Count();
|
||||
DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
|
||||
|
||||
++x;
|
||||
}
|
||||
m_StackSizeToBeUsedInRepair = x;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Tool and armor repair with two tools / armors
|
||||
if (!Input.IsSameType(SecondInput) || !Input.IsDamageable())
|
||||
{
|
||||
// No enchantment
|
||||
Output.Empty();
|
||||
SetSlot(2, a_Player, Output);
|
||||
m_ParentWindow.SetProperty(0, 0, a_Player);
|
||||
return;
|
||||
}
|
||||
|
||||
int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
|
||||
int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
|
||||
int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
|
||||
|
||||
int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
|
||||
if (NewItemDamage > 0)
|
||||
{
|
||||
NewItemDamage = 0;
|
||||
}
|
||||
|
||||
if (NewItemDamage < Input.m_ItemDamage)
|
||||
{
|
||||
Input.m_ItemDamage = NewItemDamage;
|
||||
NeedExp += std::max(1, Damage / 100);
|
||||
}
|
||||
|
||||
// TODO: Add enchantments.
|
||||
}
|
||||
}
|
||||
|
||||
int NameChangeExp = 0;
|
||||
const AString & RepairedItemName = ((cAnvilWindow*)&m_ParentWindow)->GetRepairedItemName();
|
||||
if (RepairedItemName.empty())
|
||||
{
|
||||
// Remove custom name
|
||||
if (!Input.m_CustomName.empty())
|
||||
{
|
||||
NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
|
||||
NeedExp += NameChangeExp;
|
||||
Input.m_CustomName = "";
|
||||
}
|
||||
}
|
||||
else if (RepairedItemName != Input.m_CustomName)
|
||||
{
|
||||
// Change custom name
|
||||
NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
|
||||
NeedExp += NameChangeExp;
|
||||
|
||||
if (!Input.m_CustomName.empty())
|
||||
{
|
||||
RepairCost += NameChangeExp / 2;
|
||||
}
|
||||
|
||||
Input.m_CustomName = RepairedItemName;
|
||||
}
|
||||
|
||||
// TODO: Add enchantment exp cost.
|
||||
|
||||
m_MaximumCost = RepairCost + NeedExp;
|
||||
|
||||
if (NeedExp < 0)
|
||||
{
|
||||
Input.Empty();
|
||||
}
|
||||
|
||||
if (NameChangeExp == NeedExp && NameChangeExp > 0 && m_MaximumCost >= 40)
|
||||
{
|
||||
m_MaximumCost = 39;
|
||||
}
|
||||
if (m_MaximumCost >= 40 && !a_Player.IsGameModeCreative())
|
||||
{
|
||||
Input.Empty();
|
||||
}
|
||||
|
||||
/* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function!
|
||||
if (!Input.IsEmpty())
|
||||
{
|
||||
RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost());
|
||||
if (!Input.m_CustomName.empty())
|
||||
{
|
||||
RepairCost -= 9;
|
||||
}
|
||||
RepairCost = max(RepairCost, 0);
|
||||
RepairCost += 2;
|
||||
}*/
|
||||
|
||||
SetSlot(2, a_Player, Input);
|
||||
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaEnchanting:
|
||||
|
||||
|
@ -9,6 +9,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Inventory.h"
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
@ -259,6 +260,43 @@ protected:
|
||||
|
||||
|
||||
|
||||
class cSlotAreaAnvil :
|
||||
public cSlotAreaTemporary
|
||||
{
|
||||
typedef cSlotAreaTemporary super;
|
||||
|
||||
public:
|
||||
cSlotAreaAnvil(cAnvilWindow & a_ParentWindow);
|
||||
|
||||
// cSlotArea overrides:
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
|
||||
|
||||
// cSlotAreaTemporary overrides:
|
||||
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
|
||||
|
||||
/** Can the player take the item from the slot? */
|
||||
bool CanTakeResultItem(cPlayer & a_Player);
|
||||
|
||||
/** This function will call, when the player take the item from the slot. */
|
||||
void OnTakeResult(cPlayer & a_Player);
|
||||
|
||||
/** Handles a click in the item slot. */
|
||||
void UpdateResult(cPlayer & a_Player);
|
||||
|
||||
protected:
|
||||
/** The maximum cost of repairing/renaming in the anvil. */
|
||||
int m_MaximumCost;
|
||||
|
||||
/** The stack size of the second item where was used for repair */
|
||||
char m_StackSizeToBeUsedInRepair;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cSlotAreaEnchanting :
|
||||
public cSlotAreaTemporary
|
||||
{
|
||||
|
@ -804,6 +804,51 @@ cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cAnvilWindow:
|
||||
|
||||
cAnvilWindow::cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtAnvil, "Repair"),
|
||||
m_RepairedItemName(""),
|
||||
m_BlockX(a_BlockX),
|
||||
m_BlockY(a_BlockY),
|
||||
m_BlockZ(a_BlockZ)
|
||||
{
|
||||
m_AnvilSlotArea = new cSlotAreaAnvil(*this);
|
||||
m_SlotAreas.push_back(m_AnvilSlotArea);
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
|
||||
{
|
||||
m_RepairedItemName = a_Name;
|
||||
|
||||
if (a_Player != NULL)
|
||||
{
|
||||
m_AnvilSlotArea->UpdateResult(*a_Player);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cAnvilWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
|
||||
{
|
||||
a_PosX = m_BlockX;
|
||||
a_PosY = m_BlockY;
|
||||
a_PosZ = m_BlockZ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cEnchantingWindow:
|
||||
|
||||
|
@ -24,6 +24,7 @@ class cEnderChestEntity;
|
||||
class cFurnaceEntity;
|
||||
class cHopperEntity;
|
||||
class cSlotArea;
|
||||
class cSlotAreaAnvil;
|
||||
class cWorld;
|
||||
|
||||
typedef std::list<cPlayer *> cPlayerList;
|
||||
@ -231,6 +232,32 @@ public:
|
||||
|
||||
|
||||
|
||||
class cAnvilWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/** Gets the repaired item name. */
|
||||
AString GetRepairedItemName(void) const { return m_RepairedItemName; }
|
||||
|
||||
/** Set the repaired item name. */
|
||||
void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);
|
||||
|
||||
/** Gets the Position from the Anvil */
|
||||
void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
|
||||
|
||||
protected:
|
||||
cSlotAreaAnvil * m_AnvilSlotArea;
|
||||
AString m_RepairedItemName;
|
||||
int m_BlockX, m_BlockY, m_BlockZ;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEnchantingWindow :
|
||||
public cWindow
|
||||
{
|
||||
@ -243,7 +270,7 @@ public:
|
||||
/** Return the Value of a Property */
|
||||
int GetPropertyValue(int a_Property);
|
||||
|
||||
/** Set the Position Values to the Position of the Enchantment Table */
|
||||
/** Get the Position from the Enchantment Table */
|
||||
void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
|
||||
|
||||
cSlotArea * m_SlotArea;
|
||||
|
Loading…
Reference in New Issue
Block a user