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-rw-r--r--src/UI/SlotArea.cpp19
1 files changed, 11 insertions, 8 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index c15a34714..98782800b 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -1130,7 +1130,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
const cItem Target(*GetSlot(0, a_Player));
const cItem Sacrifice(*GetSlot(1, a_Player));
- // Output initialised as copy of target
+ // Output initialised as copy of target.
cItem Output(Target);
if (Target.IsEmpty())
@@ -1148,9 +1148,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
int NeedExp = 0;
if (!Sacrifice.IsEmpty())
{
- bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
-
RepairCost += Sacrifice.m_RepairCost;
+
// Can we repair with sacrifce material?
if (Target.IsDamageable() && cItemHandler::GetItemHandler(Target)->CanRepairWithRawMaterial(Sacrifice.m_ItemType))
{
@@ -1166,8 +1165,9 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
return;
}
- int NumItemsConsumed = 0;
- // Repair until out of materials, or fully repaired
+ char NumItemsConsumed = 0;
+
+ // Repair until out of materials, or fully repaired:
while ((DamageDiff > 0) && (NumItemsConsumed < Sacrifice.m_ItemCount))
{
Output.m_ItemDamage -= DamageDiff;
@@ -1176,10 +1176,12 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
++NumItemsConsumed;
}
- m_StackSizeToBeUsedInRepair = static_cast<char>(NumItemsConsumed);
+ m_StackSizeToBeUsedInRepair = NumItemsConsumed;
}
else // Combining tools / armour
{
+ const bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
+
// No result if we can't combine the items
if (!IsEnchantBook && (!Target.IsSameType(Sacrifice) || !Target.IsDamageable()))
{
@@ -1197,7 +1199,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
// Durability = MaxDamage - m_ItemDamage = how far from broken
const short TargetDurability = Target.GetMaxDamage() - Target.m_ItemDamage;
const short SacrificeDurability = Sacrifice.GetMaxDamage() - Sacrifice.m_ItemDamage;
- // How much durability to repair by:
+
+ // How much durability to repair by.
const short RepairDurability = SacrificeDurability + Target.GetMaxDamage() * 12 / 100;
// Don't give item a negative damage:
@@ -1270,7 +1273,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
Output.m_RepairCost = RepairCost;
}
- // If after everything, output will be the same then no point enchanting
+ // If after everything, output will be the same then no point enchanting:
if (Target.IsEqual(Output))
{
Output.Empty();