Add anvil window and slot area.
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@@ -595,6 +595,179 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaAnvil:
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cSlotAreaAnvil::cSlotAreaAnvil(cAnvilWindow & a_ParentWindow) :
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cSlotAreaTemporary(3, a_ParentWindow),
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m_MaximumCost(0),
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m_RepairedItemName("")
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{
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}
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void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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UpdateResult(a_Player);
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}
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void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
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{
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TossItems(a_Player, 0, 3);
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super::OnPlayerRemoved(a_Player);
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}
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void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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{
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cItem Input(*GetSlot(0, a_Player));
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cItem SecondInput(*GetSlot(1, a_Player));
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cItem Output(*GetSlot(2, a_Player));
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if (Input.IsEmpty() && !Output.IsEmpty())
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{
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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return;
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}
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int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost();
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int NeedExp = 0;
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if (!SecondInput.IsEmpty())
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{
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RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
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if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithItem(SecondInput))
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{
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// Tool and armor repair with special item (iron / gold / diamond / ...)
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int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
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if (DamageDiff < 0)
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{
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// No enchantment
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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return;
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}
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int x = 0;
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while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
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{
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Input.m_ItemDamage -= DamageDiff;
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NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Size();
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DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
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++x;
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}
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}
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else
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{
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// Tool and armor repair with two tools / armors
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if (!Input.IsSameType(SecondInput) || !Input.IsDamageable())
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{
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// No enchantment
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Output.Empty();
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SetSlot(2, a_Player, Output);
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m_ParentWindow.SetProperty(0, 0, a_Player);
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return;
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}
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int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
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int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
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int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
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int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
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if (NewItemDamage > 0)
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{
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NewItemDamage = 0;
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}
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if (NewItemDamage < Input.m_ItemDamage)
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{
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Input.m_ItemDamage = NewItemDamage;
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NeedExp += std::max(1, Damage / 100);
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}
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// TODO: Add enchantments.
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}
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}
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int NameChangeExp = 0;
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if (m_RepairedItemName.empty())
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{
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// Remove custom name
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if (!Input.m_CustomName.empty())
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{
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NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
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NeedExp += NameChangeExp;
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Input.m_CustomName = "";
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}
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}
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else if (m_RepairedItemName != Input.m_CustomName)
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{
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// Change custom name
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NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
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NeedExp += NameChangeExp;
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if (!Input.m_CustomName.empty())
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{
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RepairCost += NameChangeExp / 2;
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}
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Input.m_CustomName = m_RepairedItemName;
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}
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// TODO: Add enchantment exp cost.
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int MaximumCost = RepairCost + NeedExp;
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if (NeedExp < 0)
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{
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Input.Empty();
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}
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if (NameChangeExp == NeedExp && NameChangeExp > 0 && MaximumCost >= 40)
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{
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MaximumCost = 39;
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}
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if (MaximumCost >= 40 && !a_Player.IsGameModeCreative())
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{
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Input.Empty();
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}
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/* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function!
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if (!Input.IsEmpty())
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{
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RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost());
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if (!Input.m_CustomName.empty())
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{
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RepairCost -= 9;
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}
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RepairCost = max(RepairCost, 0);
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RepairCost += 2;
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}*/
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SetSlot(2, a_Player, Input);
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m_ParentWindow.SetProperty(0, MaximumCost, a_Player);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaEnchanting:
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