Implemented ballistic missiles (fireworks)
+ Added fireworks
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@@ -1,4 +1,4 @@
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// CraftingRecipes.cpp
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// Interfaces to the cCraftingRecipes class representing the storage of crafting recipes
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@@ -762,6 +762,93 @@ cCraftingRecipes::cRecipe * cCraftingRecipes::MatchRecipe(const cItem * a_Crafti
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Recipe->m_Ingredients.push_back(*itrS);
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}
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Recipe->m_Ingredients.insert(Recipe->m_Ingredients.end(), MatchedSlots.begin(), MatchedSlots.end());
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// Henceforth is code to handle fireworks
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// We use Recipe instead of a_Recipe because we want the wildcard ingredients' slot numbers as well, which was just added previously
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if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_ROCKET)
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{
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for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr)
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{
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switch (itr->m_Item.m_ItemType)
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{
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case E_ITEM_FIREWORK_STAR:
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{
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// Result was a rocket, found a star - copy star data to rocket data
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int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
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Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem);
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break;
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}
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case E_ITEM_GUNPOWDER:
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{
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// Gunpowder - increase flight time
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Recipe->m_Result.m_FireworkItem.m_FlightTimeInTicks += 20;
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break;
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}
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case E_ITEM_PAPER: break;
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default: LOG("Unexpected item in firework rocket recipe, was the crafting file fireworks section changed?"); break;
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}
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}
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}
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else if (Recipe->m_Result.m_ItemType == E_ITEM_FIREWORK_STAR)
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{
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for (cRecipeSlots::const_iterator itr = Recipe->m_Ingredients.begin(); itr != Recipe->m_Ingredients.end(); ++itr)
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{
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switch (itr->m_Item.m_ItemType)
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{
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case E_ITEM_FIREWORK_STAR:
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{
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// Result was star, found another star - probably adding fade colours, but copy data over anyhow
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int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
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Recipe->m_Result.m_FireworkItem.CopyFrom(a_CraftingGrid[GridID].m_FireworkItem);
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break;
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}
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case E_ITEM_DYE:
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{
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// Found a dye in ingredients...
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for (cRecipeSlots::const_iterator itrnumerodos = Recipe->m_Ingredients.begin(); itrnumerodos != Recipe->m_Ingredients.end(); ++itrnumerodos)
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{
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// Loop through ingredients. Can we find a star?
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if (itrnumerodos->m_Item.m_ItemType == E_ITEM_FIREWORK_STAR)
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{
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// Yes, this is definately adding fade colours, unless crafting.txt was changed :/
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for (cRecipeSlots::const_iterator itrnumerotres = Recipe->m_Ingredients.begin(); itrnumerotres != Recipe->m_Ingredients.end(); ++itrnumerotres)
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{
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// Loop again, can we find dye?
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if (itrnumerotres->m_Item.m_ItemType == E_ITEM_DYE)
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{
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// Yep, push back fade colour and exit the loop
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// 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)
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// That will require lots of dye-adding to crafting.txt though - TODO, perchance?
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int GridID = (itrnumerotres->x + a_OffsetX) + a_GridStride * (itrnumerotres->y + a_OffsetY);
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Recipe->m_Result.m_FireworkItem.m_FadeColours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage));
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goto next;
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}
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}
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}
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}
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// Just normal crafting of star, push back normal colours
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int GridID = (itr->x + a_OffsetX) + a_GridStride * (itr->y + a_OffsetY);
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Recipe->m_Result.m_FireworkItem.m_Colours.push_back(cFireworkItem::GetVanillaColourCodeFromDye(a_CraftingGrid[GridID].m_ItemDamage));
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next:
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break;
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}
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case E_ITEM_GUNPOWDER: break;
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case E_ITEM_DIAMOND: Recipe->m_Result.m_FireworkItem.m_HasTrail = true; break;
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case E_ITEM_GLOWSTONE_DUST: Recipe->m_Result.m_FireworkItem.m_HasFlicker = true; break;
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case E_ITEM_FIRE_CHARGE: Recipe->m_Result.m_FireworkItem.m_Type = 1; break;
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case E_ITEM_GOLD_NUGGET: Recipe->m_Result.m_FireworkItem.m_Type = 2; break;
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case E_ITEM_FEATHER: Recipe->m_Result.m_FireworkItem.m_Type = 4; break;
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case E_ITEM_HEAD: Recipe->m_Result.m_FireworkItem.m_Type = 3; break;
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default: LOG("Unexpected item in firework star recipe, was the crafting file fireworks section changed?"); break; // ermahgerd BARD ardmins
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}
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}
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}
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return Recipe.release();
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}
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