de8e5ea8e4
Ref.: #1857.
118 lines
2.2 KiB
C++
118 lines
2.2 KiB
C++
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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class cItemArmorHandler :
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public cItemHandler
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{
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public:
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cItemArmorHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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{
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}
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/** Move the armor to the armor slot of the player's inventory */
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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) override
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{
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int SlotNum;
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if (ItemCategory::IsHelmet(a_Item.m_ItemType))
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{
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SlotNum = 0;
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}
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else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
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{
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SlotNum = 1;
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}
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else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
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{
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SlotNum = 2;
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}
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else if (ItemCategory::IsBoots(a_Item.m_ItemType))
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{
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SlotNum = 3;
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}
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else
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{
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LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
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return false;
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}
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if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
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{
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return false;
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}
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a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
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cItem Item(a_Item);
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Item.m_ItemCount--;
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if (Item.m_ItemCount <= 0)
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{
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Item.Empty();
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}
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a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
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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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