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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/Enchantments.h
parentLineBlockTracer: Using the coord-based block faces. (diff)
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+// Enchantments.h
+
+// Declares the cEnchantments class representing a storage for item enchantments and stored-enchantments
+
+
+
+
+
+#pragma once
+
+
+
+
+
+// fwd: WorldStorage/FastNBT.h
+class cFastNBTWriter;
+class cParsedNBT;
+
+
+
+
+
+// tolua_begin
+
+/** Class that stores item enchantments or stored-enchantments
+The enchantments may be serialized to a stringspec and read back from such stringspec.
+The format for the stringspec is "id=lvl;id=lvl;id=lvl...", with an optional semicolon at the end,
+mapping each enchantment's id onto its level. ID may be either a number or the enchantment name.
+Level value of 0 means no such enchantment, and it will not be stored in the m_Enchantments.
+Serialization will never put zero-level enchantments into the stringspec and will always use numeric IDs.
+*/
+class cEnchantments
+{
+public:
+ /// Individual enchantment IDs, corresponding to their NBT IDs ( http://www.minecraftwiki.net/wiki/Data_Values#Enchantment_IDs )
+ enum
+ {
+ enchProtection = 0,
+ enchFireProtection = 1,
+ enchFeatherFalling = 2,
+ enchBlastProtection = 3,
+ enchProjectileProtection = 4,
+ enchRespiration = 5,
+ enchAquaAffinity = 6,
+ enchThorns = 7,
+ enchSharpness = 16,
+ enchSmite = 17,
+ enchBaneOfArthropods = 18,
+ enchKnockback = 19,
+ enchFireAspect = 20,
+ enchLooting = 21,
+ enchEfficiency = 32,
+ enchSilkTouch = 33,
+ enchUnbreaking = 34,
+ enchFortune = 35,
+ enchPower = 48,
+ enchPunch = 49,
+ enchFlame = 50,
+ enchInfinity = 51,
+ enchLuckOfTheSea = 61,
+ enchLure = 62,
+ } ;
+
+ /// Creates an empty enchantments container
+ cEnchantments(void);
+
+ /// Creates an enchantments container filled with enchantments parsed from stringspec
+ cEnchantments(const AString & a_StringSpec);
+
+ /// Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it
+ void AddFromString(const AString & a_StringSpec);
+
+ /// Serializes all the enchantments into a string
+ AString ToString(void) const;
+
+ /// Returns the level for the specified enchantment; 0 if not stored
+ int GetLevel(int a_EnchantmentID) const;
+
+ /// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
+ void SetLevel(int a_EnchantmentID, int a_Level);
+
+ /// Removes all enchantments
+ void Clear(void);
+
+ /// Returns true if there are no enchantments
+ bool IsEmpty(void) const;
+
+ /// Converts enchantment name to the numeric representation; returns -1 if enchantment name not found; case insensitive
+ static int StringToEnchantmentID(const AString & a_EnchantmentName);
+
+ /// Returns true if a_Other contains exactly the same enchantments and levels
+ bool operator ==(const cEnchantments & a_Other) const;
+
+ // tolua_end
+
+ /// Returns true if a_Other doesn't contain exactly the same enchantments and levels
+ bool operator !=(const cEnchantments & a_Other) const;
+
+ /// Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments")
+ void WriteToNBTCompound(cFastNBTWriter & a_Writer, const AString & a_ListTagName) const;
+
+ /// Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments)
+ void ParseFromNBT(const cParsedNBT & a_NBT, int a_EnchListTagIdx);
+
+protected:
+ /// Maps enchantment ID -> enchantment level
+ typedef std::map<int, int> cMap;
+
+ /// Currently stored enchantments
+ cMap m_Enchantments;
+} ; // tolua_export
+
+
+
+