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-rw-r--r--src/CraftingRecipes.cpp93
-rw-r--r--src/CraftingRecipes.h3
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);
} ;