This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
#include "stdafx.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.enchantment.h"
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#include "AddEnchantmentRuleDefinition.h"
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AddEnchantmentRuleDefinition::AddEnchantmentRuleDefinition()
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{
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m_enchantmentId = m_enchantmentLevel = 0;
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}
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void AddEnchantmentRuleDefinition::writeAttributes(DataOutputStream *dos, UINT numAttributes)
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{
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GameRuleDefinition::writeAttributes(dos, numAttributes + 2);
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_enchantmentId);
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dos->writeUTF( std::to_wstring( m_enchantmentId ) );
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ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_enchantmentLevel);
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dos->writeUTF( std::to_wstring( m_enchantmentLevel ) );
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}
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void AddEnchantmentRuleDefinition::addAttribute(const wstring &attributeName, const wstring &attributeValue)
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{
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if(attributeName.compare(L"enchantmentId") == 0)
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{
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int value = _fromString<int>(attributeValue);
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if(value < 0) value = 0;
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if(value >= 256) value = 255;
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m_enchantmentId = value;
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app.DebugPrintf("AddEnchantmentRuleDefinition: Adding parameter enchantmentId=%d\n",m_enchantmentId);
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}
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else if(attributeName.compare(L"enchantmentLevel") == 0)
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{
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int value = _fromString<int>(attributeValue);
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if(value < 0) value = 0;
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m_enchantmentLevel = value;
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app.DebugPrintf("AddEnchantmentRuleDefinition: Adding parameter enchantmentLevel=%d\n",m_enchantmentLevel);
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}
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else
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{
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GameRuleDefinition::addAttribute(attributeName, attributeValue);
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}
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}
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bool AddEnchantmentRuleDefinition::enchantItem(shared_ptr<ItemInstance> item)
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{
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bool enchanted = false;
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if (item != NULL)
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{
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// 4J-JEV: Ripped code from enchantmenthelpers
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// Maybe we want to add an addEnchantment method to EnchantmentHelpers
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if (item->id == Item::enchantedBook_Id)
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{
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Item::enchantedBook->addEnchantment( item, new EnchantmentInstance(m_enchantmentId, m_enchantmentLevel) );
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}
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else if (item->isEnchantable())
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{
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Enchantment *e = Enchantment::enchantments[m_enchantmentId];
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if(e != NULL && e->category->canEnchant(item->getItem()))
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{
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int level = min(e->getMaxLevel(), m_enchantmentLevel);
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item->enchant(e, m_enchantmentLevel);
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enchanted = true;
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}
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}
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}
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return enchanted;
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} |