Files
MinecraftConsoles/Minecraft.World/ArmorRecipes.cpp
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

159 lines
3.9 KiB
C++

//package net.minecraft.world.item.crafting;
//import net.minecraft.world.item.*;
//import net.minecraft.world.level.tile.Tile;
#include "stdafx.h"
#include "net.minecraft.world.item.h"
#include "Tile.h"
#include "Recipy.h"
#include "Recipes.h"
#include "ArmorRecipes.h"
// 4J-PB - adding "" on the end of these so we can detect it
wstring ArmorRecipes::shapes[][4] =
{
{L"XXX", //
L"X X",L""},//
{L"X X", //
L"XXX",//
L"XXX",L""},//
{L"XXX", //
L"X X",//
L"X X",L""},//
{L"X X",//
L"X X",L""},//
};
/*
ArmorRecipes::map[5] =
{
{Item::leather, Tile::fire, Item::ironIngot, Item::diamond, Item::goldIngot},
{Item::helmet_cloth, Item::helmet_chain, Item::helmet_iron, Item::helmet_diamond, Item::helmet_gold},
{Item::chestplate_cloth, Item::chestplate_chain, Item::chestplate_iron, Item::chestplate_diamond, Item::chestplate_gold},
{Item::leggings_cloth, Item::leggings_chain, Item::leggings_iron, Item::leggings_diamond, Item::leggings_gold},
{Item::boots_cloth, Item::boots_chain, Item::boots_iron, Item::boots_diamond, Item::boots_gold},
};
*/
void ArmorRecipes::_init()
{
map = new vector <Object *> [MAX_ARMOUR_RECIPES];
// 4J-PB - removing the chain armour, since we show all possible recipes in the xbox game, and it's not one you can make
ADD_OBJECT(map[0],Item::leather);
// ADD_OBJECT(map[0],Tile::fire);
ADD_OBJECT(map[0],Item::ironIngot);
ADD_OBJECT(map[0],Item::diamond);
ADD_OBJECT(map[0],Item::goldIngot);
ADD_OBJECT(map[1],Item::helmet_leather);
// ADD_OBJECT(map[1],Item::helmet_chain);
ADD_OBJECT(map[1],Item::helmet_iron);
ADD_OBJECT(map[1],Item::helmet_diamond);
ADD_OBJECT(map[1],Item::helmet_gold);
ADD_OBJECT(map[2],Item::chestplate_leather);
// ADD_OBJECT(map[2],Item::chestplate_chain);
ADD_OBJECT(map[2],Item::chestplate_iron);
ADD_OBJECT(map[2],Item::chestplate_diamond);
ADD_OBJECT(map[2],Item::chestplate_gold);
ADD_OBJECT(map[3],Item::leggings_leather);
// ADD_OBJECT(map[3],Item::leggings_chain);
ADD_OBJECT(map[3],Item::leggings_iron);
ADD_OBJECT(map[3],Item::leggings_diamond);
ADD_OBJECT(map[3],Item::leggings_gold);
ADD_OBJECT(map[4],Item::boots_leather);
// ADD_OBJECT(map[4],Item::boots_chain);
ADD_OBJECT(map[4],Item::boots_iron);
ADD_OBJECT(map[4],Item::boots_diamond);
ADD_OBJECT(map[4],Item::boots_gold);
}
// 4J-PB added for quick equip in the inventory
ArmorRecipes::_eArmorType ArmorRecipes::GetArmorType(int iId)
{
switch(iId)
{
case Item::helmet_leather_Id:
case Item::helmet_chain_Id:
case Item::helmet_iron_Id:
case Item::helmet_diamond_Id:
case Item::helmet_gold_Id:
return eArmorType_Helmet;
break;
case Item::chestplate_leather_Id:
case Item::chestplate_chain_Id:
case Item::chestplate_iron_Id:
case Item::chestplate_diamond_Id:
case Item::chestplate_gold_Id:
return eArmorType_Chestplate;
break;
case Item::leggings_leather_Id:
case Item::leggings_chain_Id:
case Item::leggings_iron_Id:
case Item::leggings_diamond_Id:
case Item::leggings_gold_Id:
return eArmorType_Leggings;
break;
case Item::boots_leather_Id:
case Item::boots_chain_Id:
case Item::boots_iron_Id:
case Item::boots_diamond_Id:
case Item::boots_gold_Id:
return eArmorType_Boots;
break;
}
return eArmorType_None;
}
void ArmorRecipes::addRecipes(Recipes *r)
{
wchar_t wchTypes[5];
wchTypes[4]=0;
for (unsigned int m = 0; m < map[0].size(); m++)
{
Object *pObjMaterial = map[0].at(m);
for (int t=0; t<MAX_ARMOUR_RECIPES-1; t++)
{
Item *target = map[t+1].at(m)->item;
wchTypes[0]=L'w';
wchTypes[1]=L'c';
wchTypes[3]=L'g';
if(pObjMaterial->GetType()==eType_TILE)
{
wchTypes[2]=L't';
r->addShapedRecipy(new ItemInstance(target),
wchTypes,
shapes[t],
L'X', pObjMaterial->tile,
L'A');
}
else
{
// must be Item
wchTypes[2]=L'i';
r->addShapedRecipy(new ItemInstance(target),
wchTypes,
shapes[t],
L'X', pObjMaterial->item,
L'A');
}
}
}
}