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Enchantments are now stored in Anvil world and in player inventory

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1541 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-06-02 21:21:32 +00:00
parent 098c237a39
commit 73f787feb3
5 changed files with 42 additions and 8 deletions

View File

@ -594,8 +594,16 @@ function HandleTestWndCmd(a_Split, a_Player)
end
local Window = cLuaWindow(WindowType, WindowSizeX, WindowSizeY, "TestWnd");
local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1");
local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL);
Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4);
local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE);
Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5);
Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3);
Window:SetSlot(a_Player, 0, cItem(E_ITEM_DIAMOND, 64));
Window:SetSlot(a_Player, 1, cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1"));
Window:SetSlot(a_Player, 1, Item2);
Window:SetSlot(a_Player, 2, Item3);
Window:SetSlot(a_Player, 3, Item4);
Window:SetOnClosing(OnClosing);
Window:SetOnSlotChanged(OnSlotChanged);

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@ -165,7 +165,7 @@ void cEnchantments::WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString
void cEnchantments::ParseFromNBT(cParsedNBT & a_NBT, int a_EnchListTagIdx)
void cEnchantments::ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx)
{
// Read the enchantments from the specified NBT list tag (ench or StoredEnchantments)

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@ -90,7 +90,7 @@ public:
void WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const;
/// Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments)
void ParseFromNBT(cParsedNBT & a_NBT, int a_EnchListTagIdx);
void ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx);
protected:
/// Maps enchantment ID -> enchantment level

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@ -90,23 +90,34 @@ bool cItem::IsStackableWith(const cItem & a_OtherStack) const
void cItem::GetJson( Json::Value & a_OutValue ) const
void cItem::GetJson(Json::Value & a_OutValue) const
{
a_OutValue["ID"] = m_ItemType;
if( m_ItemType > 0 )
if (m_ItemType > 0)
{
a_OutValue["Count"] = m_ItemCount;
a_OutValue["Health"] = m_ItemDamage;
AString Enchantments(m_Enchantments.ToString());
if (!Enchantments.empty())
{
a_OutValue["ench"] = Enchantments;
}
}
}
void cItem::FromJson( const Json::Value & a_Value )
void cItem::FromJson(const Json::Value & a_Value)
{
m_ItemType = (ENUM_ITEM_ID)a_Value.get("ID", -1 ).asInt();
if( m_ItemType > 0 )
if (m_ItemType > 0)
{
m_ItemCount = (char)a_Value.get("Count", -1 ).asInt();
m_ItemDamage = (short)a_Value.get("Health", -1 ).asInt();
m_Enchantments.Clear();
m_Enchantments.AddFromString(a_Value.get("ench", "").asString());
}
}

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@ -615,7 +615,22 @@ bool cWSSAnvil::LoadItemFromNBT(cItem & a_Item, const cParsedNBT & a_NBT, int a_
}
a_Item.m_ItemCount = a_NBT.GetByte(Count);
// TODO: enchantments and other item properties
// Find the "tag" tag, used for enchantments and other extra data
int TagTag = a_NBT.FindChildByName(a_TagIdx, "tag");
if (TagTag <= 0)
{
// No extra data
return true;
}
// Load enchantments:
const char * EnchName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench";
int EnchTag = a_NBT.FindChildByName(TagTag, EnchName);
if (EnchTag > 0)
{
a_Item.m_Enchantments.ParseFromNBT(a_NBT, EnchTag);
}
return true;
}