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authorKingCol13 <48412633+KingCol13@users.noreply.github.com>2020-09-28 01:51:23 +0200
committerGitHub <noreply@github.com>2020-09-28 01:51:23 +0200
commit32af227fa7ff82d7de7fbc749806b37de2605e7b (patch)
tree677a61ce8e74f5e79e74324981af3d8689351083
parentPlugin reload <plugin_name> feature (#4942) (diff)
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-rw-r--r--src/ClientHandle.cpp62
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;
}
}