115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
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// Enchantments.h
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// Declares the cEnchantments class representing a storage for item enchantments and stored-enchantments
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#pragma once
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// fwd: WorldStorage/FastNBT.h
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class cFastNBTWriter;
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class cParsedNBT;
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// tolua_begin
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/** Class that stores item enchantments or stored-enchantments
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The enchantments may be serialized to a stringspec and read back from such stringspec.
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The format for the stringspec is "id=lvl;id=lvl;id=lvl...", with an optional semicolon at the end,
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mapping each enchantment's id onto its level. ID may be either a number or the enchantment name.
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Level value of 0 means no such enchantment, and it will not be stored in the m_Enchantments.
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Serialization will never put zero-level enchantments into the stringspec and will always use numeric IDs.
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*/
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class cEnchantments
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{
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public:
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/// Individual enchantment IDs, corresponding to their NBT IDs ( http://www.minecraftwiki.net/wiki/Data_Values#Enchantment_IDs )
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enum
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{
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enchProtection = 0,
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enchFireProtection = 1,
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enchFeatherFalling = 2,
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enchBlastProtection = 3,
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enchProjectileProtection = 4,
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enchRespiration = 5,
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enchAquaAffinity = 6,
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enchThorns = 7,
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enchSharpness = 16,
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enchSmite = 17,
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enchBaneOfArthropods = 18,
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enchKnockback = 19,
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enchFireAspect = 20,
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enchLooting = 21,
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enchEfficiency = 32,
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enchSilkTouch = 33,
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enchUnbreaking = 34,
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enchFortune = 35,
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enchPower = 48,
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enchPunch = 49,
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enchFlame = 50,
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enchInfinity = 51,
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} ;
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/// Creates an empty enchantments container
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cEnchantments(void);
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/// Creates an enchantments container filled with enchantments parsed from stringspec
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cEnchantments(const AString & a_StringSpec);
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/// Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it
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void AddFromString(const AString & a_StringSpec);
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/// Serializes all the enchantments into a string
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AString ToString(void) const;
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/// Returns the level for the specified enchantment; 0 if not stored
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int GetLevel(int a_EnchantmentID) const;
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/// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
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void SetLevel(int a_EnchantmentID, int a_Level);
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/// Removes all enchantments
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void Clear(void);
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/// Returns true if there are no enchantments
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bool IsEmpty(void) const;
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/// Converts enchantment name to the numeric representation; returns -1 if enchantment name not found; case insensitive
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static int StringToEnchantmentID(const AString & a_EnchantmentName);
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/// Returns true if a_Other contains exactly the same enchantments and levels
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bool operator ==(const cEnchantments & a_Other) const;
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// tolua_end
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/// Returns true if a_Other doesn't contain exactly the same enchantments and levels
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bool operator !=(const cEnchantments & a_Other) const;
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/// Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments")
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void WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const;
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/// Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments)
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void ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx);
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protected:
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/// Maps enchantment ID -> enchantment level
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typedef std::map<int, int> cMap;
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/// Currently stored enchantments
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cMap m_Enchantments;
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} ; // tolua_export
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