diff options
Diffstat (limited to 'src/UI')
-rw-r--r-- | src/UI/SlotArea.cpp | 60 |
1 files changed, 36 insertions, 24 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp index fcf5f6f6b..c4c95c7b1 100644 --- a/src/UI/SlotArea.cpp +++ b/src/UI/SlotArea.cpp @@ -866,16 +866,19 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) m_MaximumCost = 0; m_StackSizeToBeUsedInRepair = 0; - int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost(); + UInt16 RepairCost = Input.m_RepairCost; int NeedExp = 0; + bool IsEnchantBook = false; if (!SecondInput.IsEmpty()) { - RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost(); + IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK); + + RepairCost += SecondInput.m_RepairCost; if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType)) { // Tool and armor repair with special item (iron / gold / diamond / ...) int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4); - if (DamageDiff < 0) + if (DamageDiff <= 0) { // No enchantment Output.Empty(); @@ -898,7 +901,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) else { // Tool and armor repair with two tools / armors - if (!Input.IsSameType(SecondInput) || !Input.IsDamageable()) + if (!IsEnchantBook && (!Input.IsSameType(SecondInput) || !Input.IsDamageable())) { // No enchantment Output.Empty(); @@ -907,20 +910,23 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) return; } - int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage; - int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage; - int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100; - - int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage); - if (NewItemDamage > 0) + if ((Input.GetMaxDamage() > 0) && !IsEnchantBook) { - NewItemDamage = 0; - } + int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage; + int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage; + int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100; - if (NewItemDamage < Input.m_ItemDamage) - { - Input.m_ItemDamage = NewItemDamage; - NeedExp += std::max(1, Damage / 100); + int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage); + if (NewItemDamage > 0) + { + NewItemDamage = 0; + } + + if (NewItemDamage < Input.m_ItemDamage) + { + Input.m_ItemDamage = NewItemDamage; + NeedExp += std::max(1, Damage / 100); + } } // TODO: Add enchantments. @@ -934,7 +940,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) // Remove custom name if (!Input.m_CustomName.empty()) { - NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5); + NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5); NeedExp += NameChangeExp; Input.m_CustomName = ""; } @@ -942,7 +948,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) else if (RepairedItemName != Input.m_CustomName) { // Change custom name - NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5); + NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5); NeedExp += NameChangeExp; if (!Input.m_CustomName.empty()) @@ -962,7 +968,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) Input.Empty(); } - if (NameChangeExp == NeedExp && NameChangeExp > 0 && m_MaximumCost >= 40) + if ((NameChangeExp == NeedExp) && (NameChangeExp > 0) && (m_MaximumCost >= 40)) { m_MaximumCost = 39; } @@ -971,17 +977,23 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player) Input.Empty(); } - /* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function! if (!Input.IsEmpty()) { - RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost()); + RepairCost = std::max(Input.m_RepairCost, SecondInput.m_RepairCost); if (!Input.m_CustomName.empty()) { - RepairCost -= 9; + if (RepairCost < 9) + { + RepairCost = 0; + } + else + { + RepairCost -= 9; + } } - RepairCost = max(RepairCost, 0); RepairCost += 2; - }*/ + Input.m_RepairCost = RepairCost; + } SetSlot(2, a_Player, Input); m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player); |