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-rw-r--r--src/UI/SlotArea.cpp60
1 files changed, 36 insertions, 24 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index fcf5f6f6b..c4c95c7b1 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -866,16 +866,19 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
m_MaximumCost = 0;
m_StackSizeToBeUsedInRepair = 0;
- int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost();
+ UInt16 RepairCost = Input.m_RepairCost;
int NeedExp = 0;
+ bool IsEnchantBook = false;
if (!SecondInput.IsEmpty())
{
- RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
+ IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK);
+
+ RepairCost += SecondInput.m_RepairCost;
if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
{
// Tool and armor repair with special item (iron / gold / diamond / ...)
int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
- if (DamageDiff < 0)
+ if (DamageDiff <= 0)
{
// No enchantment
Output.Empty();
@@ -898,7 +901,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
else
{
// Tool and armor repair with two tools / armors
- if (!Input.IsSameType(SecondInput) || !Input.IsDamageable())
+ if (!IsEnchantBook && (!Input.IsSameType(SecondInput) || !Input.IsDamageable()))
{
// No enchantment
Output.Empty();
@@ -907,20 +910,23 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
return;
}
- int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
- int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
- int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
-
- int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
- if (NewItemDamage > 0)
+ if ((Input.GetMaxDamage() > 0) && !IsEnchantBook)
{
- NewItemDamage = 0;
- }
+ int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
+ int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
+ int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
- if (NewItemDamage < Input.m_ItemDamage)
- {
- Input.m_ItemDamage = NewItemDamage;
- NeedExp += std::max(1, Damage / 100);
+ int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
+ if (NewItemDamage > 0)
+ {
+ NewItemDamage = 0;
+ }
+
+ if (NewItemDamage < Input.m_ItemDamage)
+ {
+ Input.m_ItemDamage = NewItemDamage;
+ NeedExp += std::max(1, Damage / 100);
+ }
}
// TODO: Add enchantments.
@@ -934,7 +940,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
// Remove custom name
if (!Input.m_CustomName.empty())
{
- NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
+ NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
NeedExp += NameChangeExp;
Input.m_CustomName = "";
}
@@ -942,7 +948,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
else if (RepairedItemName != Input.m_CustomName)
{
// Change custom name
- NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
+ NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
NeedExp += NameChangeExp;
if (!Input.m_CustomName.empty())
@@ -962,7 +968,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
Input.Empty();
}
- if (NameChangeExp == NeedExp && NameChangeExp > 0 && m_MaximumCost >= 40)
+ if ((NameChangeExp == NeedExp) && (NameChangeExp > 0) && (m_MaximumCost >= 40))
{
m_MaximumCost = 39;
}
@@ -971,17 +977,23 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
Input.Empty();
}
- /* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function!
if (!Input.IsEmpty())
{
- RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost());
+ RepairCost = std::max(Input.m_RepairCost, SecondInput.m_RepairCost);
if (!Input.m_CustomName.empty())
{
- RepairCost -= 9;
+ if (RepairCost < 9)
+ {
+ RepairCost = 0;
+ }
+ else
+ {
+ RepairCost -= 9;
+ }
}
- RepairCost = max(RepairCost, 0);
RepairCost += 2;
- }*/
+ Input.m_RepairCost = RepairCost;
+ }
SetSlot(2, a_Player, Input);
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);