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202 lines
6.3 KiB
C++
202 lines
6.3 KiB
C++
#include "../Platform/stdafx.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#include "../Headers/net.minecraft.world.h"
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#include "../Headers/net.minecraft.world.entity.player.h"
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#include "../Headers/com.mojang.nbt.h"
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#include "ArmorItem.h"
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const int ArmorItem::healthPerSlot[] = {11, 16, 15, 13};
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const std::wstring ArmorItem::LEATHER_OVERLAYS[] = {
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L"helmetCloth_overlay", L"chestplateCloth_overlay",
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L"leggingsCloth_overlay", L"bootsCloth_overlay"};
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const std::wstring ArmorItem::TEXTURE_EMPTY_SLOTS[] = {
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L"slot_empty_helmet", L"slot_empty_chestplate", L"slot_empty_leggings",
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L"slot_empty_boots"};
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typedef ArmorItem::ArmorMaterial _ArmorMaterial;
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const int _ArmorMaterial::clothArray[] = {1, 3, 2, 1};
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const int _ArmorMaterial::chainArray[] = {2, 5, 4, 1};
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const int _ArmorMaterial::ironArray[] = {2, 6, 5, 2};
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const int _ArmorMaterial::goldArray[] = {2, 5, 3, 1};
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const int _ArmorMaterial::diamondArray[] = {3, 8, 6, 3};
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const _ArmorMaterial* _ArmorMaterial::CLOTH =
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new _ArmorMaterial(5, _ArmorMaterial::clothArray, 15);
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const _ArmorMaterial* _ArmorMaterial::CHAIN =
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new _ArmorMaterial(15, _ArmorMaterial::chainArray, 12);
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const _ArmorMaterial* _ArmorMaterial::IRON =
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new _ArmorMaterial(15, _ArmorMaterial::ironArray, 9);
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const _ArmorMaterial* _ArmorMaterial::GOLD =
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new _ArmorMaterial(7, _ArmorMaterial::goldArray, 25);
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const _ArmorMaterial* _ArmorMaterial::DIAMOND =
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new _ArmorMaterial(33, _ArmorMaterial::diamondArray, 10);
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_ArmorMaterial::ArmorMaterial(int durabilityMultiplier,
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const int slotProtections[],
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int enchantmentValue) {
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this->durabilityMultiplier = durabilityMultiplier;
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this->slotProtections = (int*)slotProtections;
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this->enchantmentValue = enchantmentValue;
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}
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_ArmorMaterial::~ArmorMaterial() { delete[] slotProtections; }
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int _ArmorMaterial::getHealthForSlot(int slot) const {
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return healthPerSlot[slot] * durabilityMultiplier;
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}
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int _ArmorMaterial::getDefenseForSlot(int slot) const {
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return slotProtections[slot];
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}
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int _ArmorMaterial::getEnchantmentValue() const { return enchantmentValue; }
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int _ArmorMaterial::getTierItemId() const {
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if (this == CLOTH) {
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return Item::leather_Id;
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} else if (this == CHAIN) {
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return Item::ironIngot_Id;
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} else if (this == GOLD) {
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return Item::goldIngot_Id;
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} else if (this == IRON) {
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return Item::ironIngot_Id;
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} else if (this == DIAMOND) {
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return Item::diamond_Id;
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}
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return 0;
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}
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ArmorItem::ArmorItem(int id, const ArmorMaterial* armorType, int icon, int slot)
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: Item(id),
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armorType(armorType),
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slot(slot),
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modelIndex(icon),
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defense(armorType->getDefenseForSlot(slot)) {
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setMaxDamage(armorType->getHealthForSlot(slot));
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maxStackSize = 1;
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}
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int ArmorItem::getColor(std::shared_ptr<ItemInstance> item, int spriteLayer) {
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if (spriteLayer > 0) {
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return 0xFFFFFF;
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}
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int color = getColor(item);
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if (color < 0) color = 0xFFFFFF;
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return color;
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}
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//@Override
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bool ArmorItem::hasMultipleSpriteLayers() {
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return armorType == ArmorMaterial::CLOTH;
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}
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int ArmorItem::getEnchantmentValue() {
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return armorType->getEnchantmentValue();
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}
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const _ArmorMaterial* ArmorItem::getMaterial() { return armorType; }
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bool ArmorItem::hasCustomColor(std::shared_ptr<ItemInstance> item) {
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if (armorType != ArmorMaterial::CLOTH) return false;
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if (!item->hasTag()) return false;
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if (!item->getTag()->contains(L"display")) return false;
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if (!item->getTag()->getCompound(L"display")->contains(L"color"))
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return false;
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return true;
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}
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int ArmorItem::getColor(std::shared_ptr<ItemInstance> item) {
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if (armorType != ArmorMaterial::CLOTH) return -1;
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CompoundTag* tag = item->getTag();
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if (tag == NULL)
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return Minecraft::GetInstance()->getColourTable()->getColor(
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DEFAULT_LEATHER_COLOR);
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CompoundTag* display = tag->getCompound(L"display");
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if (display == NULL)
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return Minecraft::GetInstance()->getColourTable()->getColor(
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DEFAULT_LEATHER_COLOR);
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if (display->contains(L"color")) {
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return display->getInt(L"color");
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} else {
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return Minecraft::GetInstance()->getColourTable()->getColor(
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DEFAULT_LEATHER_COLOR);
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}
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}
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//@Override
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Icon* ArmorItem::getLayerIcon(int auxValue, int spriteLayer) {
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if (spriteLayer == 1) {
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return overlayIcon;
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}
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return Item::getLayerIcon(auxValue, spriteLayer);
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}
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void ArmorItem::clearColor(std::shared_ptr<ItemInstance> item) {
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if (armorType != ArmorMaterial::CLOTH) return;
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CompoundTag* tag = item->getTag();
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if (tag == NULL) return;
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CompoundTag* display = tag->getCompound(L"display");
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if (display->contains(L"color")) display->remove(L"color");
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}
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void ArmorItem::setColor(std::shared_ptr<ItemInstance> item, int color) {
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if (armorType != ArmorMaterial::CLOTH) {
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#ifndef _CONTENT_PACKAGE
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printf("Can't dye non-leather!");
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__debugbreak();
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#endif
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// throw new UnsupportedOperationException("Can't dye non-leather!");
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}
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CompoundTag* tag = item->getTag();
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if (tag == NULL) {
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tag = new CompoundTag();
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item->setTag(tag);
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}
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CompoundTag* display = tag->getCompound(L"display");
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if (!tag->contains(L"display")) tag->putCompound(L"display", display);
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display->putInt(L"color", color);
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}
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bool ArmorItem::isValidRepairItem(std::shared_ptr<ItemInstance> source,
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std::shared_ptr<ItemInstance> repairItem) {
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if (armorType->getTierItemId() == repairItem->id) {
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return true;
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}
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return Item::isValidRepairItem(source, repairItem);
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}
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//@Override
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void ArmorItem::registerIcons(IconRegister* iconRegister) {
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Item::registerIcons(iconRegister);
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if (armorType == ArmorMaterial::CLOTH) {
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overlayIcon = iconRegister->registerIcon(LEATHER_OVERLAYS[slot]);
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}
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iconEmpty = iconRegister->registerIcon(TEXTURE_EMPTY_SLOTS[slot]);
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}
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Icon* ArmorItem::getEmptyIcon(int slot) {
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switch (slot) {
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case 0:
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return Item::helmet_diamond->iconEmpty;
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case 1:
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return Item::chestplate_diamond->iconEmpty;
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case 2:
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return Item::leggings_diamond->iconEmpty;
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case 3:
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return Item::boots_diamond->iconEmpty;
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}
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return NULL;
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} |