diff options
-rw-r--r-- | src/CraftingRecipes.cpp | 93 | ||||
-rw-r--r-- | src/CraftingRecipes.h | 3 |
2 files changed, 48 insertions, 48 deletions
diff --git a/src/CraftingRecipes.cpp b/src/CraftingRecipes.cpp index 5d9992fd3..868182394 100644 --- a/src/CraftingRecipes.cpp +++ b/src/CraftingRecipes.cpp @@ -763,13 +763,24 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti } Recipe->m_Ingredients.insert(Recipe->m_Ingredients.end(), MatchedSlots.begin(), MatchedSlots.end()); - - // Henceforth is code to handle fireworks // We use Recipe instead of a_Recipe because we want the wildcard ingredients' slot numbers as well, which was just added previously + HandleFireworks(a_CraftingGrid, Recipe.get(), a_GridStride, a_OffsetX, a_OffsetY); + + return Recipe.release(); +} + + + + + +void cCraftingRecipes::HandleFireworks(const cItem * a_CraftingGrid, cCraftingRecipes::cRecipe * a_Recipe, int a_GridStride, int a_OffsetX, int a_OffsetY) +{ + // TODO: add support for more than one dye in the recipe + // A manual and temporary solution (listing everything) is in crafting.txt for fade colours, but a programmatic solutions needs to be done for everything else - if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_ROCKET) + if (a_Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_ROCKET) { - for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr) + for (cRecipeSlots::const_iterator itr = a_Recipe->m_Ingredients.begin(); itr != a_Recipe->m_Ingredients.end(); ++itr) { switch (itr->m_Item.m_ItemType) { @@ -777,80 +788,66 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti { // Result was a rocket, found a star - copy star data to rocket data int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY); - Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem); + a_Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem); break; } case E_ITEM_GUNPOWDER: { // Gunpowder - increase flight time - Recipe->m_Result.m_FireworkItem.m_FlightTimeInTicks += 20; + a_Recipe->m_Result.m_FireworkItem.m_FlightTimeInTicks += 20; break; } case E_ITEM_PAPER: break; - default: LOG("Unexpected item in firework rocket recipe, was the crafting file fireworks section changed?"); break; + default: LOG("Unexpected item in firework rocket a_Recipe, was the crafting file fireworks section changed?"); break; } } } - else if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_STAR) + else if (a_Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_STAR) { - for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr) + std::vector<int> DyeColours; + bool FoundStar = false; + + for (cRecipeSlots::const_iterator itr = a_Recipe->m_Ingredients.begin(); itr != a_Recipe->m_Ingredients.end(); ++itr) { switch (itr->m_Item.m_ItemType) { case E_ITEM_FIREWORK_STAR: { // Result was star, found another star - probably adding fade colours, but copy data over anyhow + FoundStar = true; int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY); - Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem); + a_Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem); break; } case E_ITEM_DYE: { int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY); - - // Found a dye in ingredients... - for (cRecipeSlots::const_iterator itrnumerodos = Recipe->m_Ingredients.begin(); itrnumerodos != Recipe->m_Ingredients.end(); ++itrnumerodos) - { - // Loop through ingredients. Can we find a star? - if (itrnumerodos->m_Item.m_ItemType == E_ITEM_FIREWORK_STAR) - { - // Yes, this is definately adding fade colours, unless crafting.txt was changed :/ - for (cRecipeSlots::const_iterator itrnumerotres = Recipe->m_Ingredients.begin(); itrnumerotres != Recipe->m_Ingredients.end(); ++itrnumerotres) - { - // Loop again, can we find dye? - if (itrnumerotres->m_Item.m_ItemType == E_ITEM_DYE) - { - // Yep, push back fade colour and exit the loop - // There is a potential for flexibility here - we can move the goto out of the loop, so we can add multiple dyes (∴ multiple fade colours) - // That will require lots of dye-adding to crafting.txt though - TODO, perchance? - GridID = (itrnumerotres->x + a_OffsetX) + a_GridStride * (itrnumerotres->y + a_OffsetY); - Recipe->m_Result.m_FireworkItem.m_FadeColours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage)); - goto next; - } - } - } - } - - // Just normal crafting of star, push back normal colours - Recipe->m_Result.m_FireworkItem.m_Colours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage)); - - next: + DyeColours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage)); break; } case E_ITEM_GUNPOWDER: break; - case E_ITEM_DIAMOND: Recipe->m_Result.m_FireworkItem.m_HasTrail = true; break; - case E_ITEM_GLOWSTONE_DUST: Recipe->m_Result.m_FireworkItem.m_HasFlicker = true; break; - - case E_ITEM_FIRE_CHARGE: Recipe->m_Result.m_FireworkItem.m_Type = 1; break; - case E_ITEM_GOLD_NUGGET: Recipe->m_Result.m_FireworkItem.m_Type = 2; break; - case E_ITEM_FEATHER: Recipe->m_Result.m_FireworkItem.m_Type = 4; break; - case E_ITEM_HEAD: Recipe->m_Result.m_FireworkItem.m_Type = 3; break; - default: LOG("Unexpected item in firework star recipe, was the crafting file fireworks section changed?"); break; // ermahgerd BARD ardmins + case E_ITEM_DIAMOND: a_Recipe->m_Result.m_FireworkItem.m_HasTrail = true; break; + case E_ITEM_GLOWSTONE_DUST: a_Recipe->m_Result.m_FireworkItem.m_HasFlicker = true; break; + + case E_ITEM_FIRE_CHARGE: a_Recipe->m_Result.m_FireworkItem.m_Type = 1; break; + case E_ITEM_GOLD_NUGGET: a_Recipe->m_Result.m_FireworkItem.m_Type = 2; break; + case E_ITEM_FEATHER: a_Recipe->m_Result.m_FireworkItem.m_Type = 4; break; + case E_ITEM_HEAD: a_Recipe->m_Result.m_FireworkItem.m_Type = 3; break; + default: LOG("Unexpected item in firework star a_Recipe, was the crafting file fireworks section changed?"); break; // ermahgerd BARD ardmins } } - } - return Recipe.release(); + if (FoundStar && (!DyeColours.empty())) + { + // Found a star and a dye? Fade colours. + a_Recipe->m_Result.m_FireworkItem.m_FadeColours = DyeColours; + } + else if (!DyeColours.empty()) + { + // Only dye? Normal colours. + a_Recipe->m_Result.m_FireworkItem.m_Colours = DyeColours; + } + } } diff --git a/src/CraftingRecipes.h b/src/CraftingRecipes.h index 9d92cbfab..90e41eddc 100644 --- a/src/CraftingRecipes.h +++ b/src/CraftingRecipes.h @@ -165,6 +165,9 @@ protected: /// Checks if the grid matches the specified recipe, offset by the specified offsets. Returns a matched cRecipe * if so, or NULL if not matching. Caller must delete the return value! cRecipe * MatchRecipe(const cItem * a_CraftingGrid, int a_GridWidth, int a_GridHeight, int a_GridStride, const cRecipe * a_Recipe, int a_OffsetX, int a_OffsetY); + + /** Searches for anything firework related, and does the data setting if appropriate */ + void HandleFireworks(const cItem * a_CraftingGrid, cCraftingRecipes::cRecipe * a_Recipe, int a_GridStride, int a_OffsetX, int a_OffsetY); } ; |