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author | KingCol13 <48412633+KingCol13@users.noreply.github.com> | 2020-09-28 01:51:23 +0200 |
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committer | GitHub <noreply@github.com> | 2020-09-28 01:51:23 +0200 |
commit | 32af227fa7ff82d7de7fbc749806b37de2605e7b (patch) | |
tree | 677a61ce8e74f5e79e74324981af3d8689351083 /src | |
parent | Plugin reload <plugin_name> feature (#4942) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/ClientHandle.cpp | 62 |
1 files changed, 51 insertions, 11 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index 28cdb4aa7..6b9729090 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -772,6 +772,7 @@ void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment) return; } + // Bail out if something's wrong with the window if ( (m_Player->GetWindow() == nullptr) || (m_Player->GetWindow()->GetWindowID() != a_WindowID) || @@ -782,21 +783,60 @@ void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment) } cEnchantingWindow * Window = static_cast<cEnchantingWindow *>(m_Player->GetWindow()); - cItem Item = *Window->m_SlotArea->GetSlot(0, *m_Player); // Make a copy of the item + auto Item = *Window->m_SlotArea->GetSlot(0, *m_Player); // A copy of the item to be enchanted. short BaseEnchantmentLevel = Window->GetPropertyValue(a_Enchantment); - if (Item.EnchantByXPLevels(BaseEnchantmentLevel)) + if (!Item.EnchantByXPLevels(BaseEnchantmentLevel)) { - if (m_Player->IsGameModeCreative() || m_Player->DeltaExperience(-m_Player->XpForLevel(BaseEnchantmentLevel)) >= 0) - { - Window->m_SlotArea->SetSlot(0, *m_Player, Item); - Window->SendSlot(*m_Player, Window->m_SlotArea, 0); - Window->BroadcastWholeWindow(); + // Item wasn't enchantable: + return; + } - Window->SetProperty(0, 0, *m_Player); - Window->SetProperty(1, 0, *m_Player); - Window->SetProperty(2, 0, *m_Player); - } + // Creative players can always enchant: + if (m_Player->IsGameModeCreative()) + { + Broadcast: + + // Set the item slot to our new enchanted item: + Window->m_SlotArea->SetSlot(0, *m_Player, Item); + Window->BroadcastWholeWindow(); + + // Remove enchantment choices: + Window->SetProperty(0, 0, *m_Player); + Window->SetProperty(1, 0, *m_Player); + Window->SetProperty(2, 0, *m_Player); + return; + } + + const auto XpRequired = m_Player->XpForLevel(BaseEnchantmentLevel); + auto LapisStack = *Window->m_SlotArea->GetSlot(1, *m_Player); // A copy of the lapis stack. + const auto LapisRequired = a_Enchantment + 1; + + // Only allow enchantment if the player has sufficient levels and lapis to enchant: + if ((m_Player->GetCurrentXp() >= XpRequired) && (LapisStack.m_ItemCount >= LapisRequired)) + { + /* + We need to reduce the player's level by the number of lapis required. + However we need to keep the resulting percentage filled the same. + */ + + const auto TargetLevel = m_Player->GetXpLevel() - LapisRequired; + const auto CurrentFillPercent = m_Player->GetXpPercentage(); + + // The experience to remove in order to reach the start (0% fill) of the target level. + const auto DeltaForLevel = -m_Player->GetCurrentXp() + m_Player->XpForLevel(TargetLevel); + + // The experience to add to get the same fill percent. + const auto DeltaForPercent = CurrentFillPercent * (m_Player->XpForLevel(TargetLevel + 1) - m_Player->XpForLevel(TargetLevel)); + + // Apply the experience delta: + m_Player->DeltaExperience(DeltaForLevel + DeltaForPercent); + + // Now reduce the lapis in our stack and send it back: + LapisStack.AddCount(-LapisRequired); + Window->m_SlotArea->SetSlot(1, *m_Player, LapisStack); + + goto Broadcast; } } |