Files
MinecraftConsoles/Minecraft.World/ArmorItem.cpp
2026-03-01 12:16:08 +08:00

229 lines
5.7 KiB
C++

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