Cleaning up stuff
This commit is contained in:
parent
5423be67ca
commit
a5ea06a928
44 changed files with 7329 additions and 7432 deletions
446
source/Item.c
446
source/Item.c
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@ -3,168 +3,168 @@
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char currentName[16];
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bool isItemEmpty(Item* item) {
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if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false;
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if(item->countLevel < 1) return true;
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return false;
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if(item->id < 6 || item->id > 100 || item->onlyOne == true) return false;
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if(item->countLevel < 1) return true;
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return false;
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}
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void pushItemToInventoryFront(Item item, Inventory * inv) {
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if(inv->lastSlot < 300) ++inv->lastSlot;
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int i;
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for(i = inv->lastSlot;i > 0;--i){
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inv->items[i] = inv->items[i-1]; // Move the items up the list.
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inv->items[i].slotNum = i;
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}
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item.invPtr = (int*)inv;
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inv->items[0] = item;
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inv->items[0].slotNum = 0;
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if(inv->lastSlot < 300) ++inv->lastSlot;
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int i;
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for(i = inv->lastSlot;i > 0;--i){
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inv->items[i] = inv->items[i-1]; // Move the items up the list.
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inv->items[i].slotNum = i;
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}
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item.invPtr = (int*)inv;
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inv->items[0] = item;
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inv->items[0].slotNum = 0;
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}
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void addItemToInventory(Item item, Inventory * inv) {
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if(!item.onlyOne){
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int i;
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for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists.
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if(inv->items[i].id == item.id){
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inv->items[i].countLevel+=item.countLevel;
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return;
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}
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}
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}
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item.slotNum = inv->lastSlot;
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item.invPtr = (int*)inv;
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inv->items[inv->lastSlot] = item;
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++inv->lastSlot;
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if(!item.onlyOne){
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int i;
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for(i = 0;i < inv->lastSlot;++i){ //Search inventory if item already exists.
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if(inv->items[i].id == item.id){
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inv->items[i].countLevel+=item.countLevel;
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return;
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}
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}
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}
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item.slotNum = inv->lastSlot;
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item.invPtr = (int*)inv;
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inv->items[inv->lastSlot] = item;
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++inv->lastSlot;
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}
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void removeItemFromCurrentInv(Item* item) {
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removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr);
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removeItemFromInventory(item->slotNum, (Inventory*)item->invPtr);
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}
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Item nullItem;
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void removeItemFromInventory(int slot, Inventory * inv) {
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int i;
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for(i = slot;i < inv->lastSlot - 1;++i){
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inv->items[i] = inv->items[i + 1]; // Move the items down.
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inv->items[i].slotNum--;
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}
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--inv->lastSlot;
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inv->items[inv->lastSlot] = nullItem; // Make the last slot null.
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int i;
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for(i = slot;i < inv->lastSlot - 1;++i){
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inv->items[i] = inv->items[i + 1]; // Move the items down.
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inv->items[i].slotNum--;
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}
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--inv->lastSlot;
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inv->items[inv->lastSlot] = nullItem; // Make the last slot null.
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}
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Item newItem(int id, int cLevel) {
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Item item;
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item.id = id;
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if(id != ITEM_NULL){
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if(cLevel > 999) cLevel = 999;
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item.countLevel = cLevel;
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if(id < 7 || (id > 27 && id < 51) || id > 100) item.onlyOne = true; // Tools + Furniture.
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else item.onlyOne = false;
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}
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item.chestPtr = NULL;
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return item;
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Item item;
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item.id = id;
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if(id != ITEM_NULL){
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if(cLevel > 999) cLevel = 999;
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item.countLevel = cLevel;
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if(id < 7 || (id > 27 && id < 51) || id > 100) item.onlyOne = true; // Tools + Furniture.
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else item.onlyOne = false;
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}
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item.chestPtr = NULL;
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return item;
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}
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Item* getItemFromInventory(int itemID, Inventory * inv) {
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int i;
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for(i = 0;i < inv->lastSlot;++i){
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if(inv->items[i].id == itemID){
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return &inv->items[i];
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}
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}
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return (Item*)NULL;
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int i;
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for(i = 0;i < inv->lastSlot;++i){
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if(inv->items[i].id == itemID){
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return &inv->items[i];
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}
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}
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return (Item*)NULL;
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}
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int countItemInv(int itemID, int level, Inventory* inv) {
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int i, count = 0;
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for(i = 0;i < inv->lastSlot;++i){
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if(inv->items[i].id == itemID){
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if(inv->items[i].onlyOne){
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if(level == inv->items[i].countLevel) count++;
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} else count += inv->items[i].countLevel;
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}
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}
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return count;
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int i, count = 0;
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for(i = 0;i < inv->lastSlot;++i){
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if(inv->items[i].id == itemID){
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if(inv->items[i].onlyOne){
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if(level == inv->items[i].countLevel) count++;
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} else count += inv->items[i].countLevel;
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}
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}
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return count;
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}
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char* getItemName(int itemID, int countLevel) {
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switch(itemID){
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case TOOL_SHOVEL:
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switch(countLevel){
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case 1: return "Rock Shovel";
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case 2: return "Iron Shovel";
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case 3: return "Gold Shovel";
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case 4: return "Gem Shovel";
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default: return "Wood Shovel";
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}
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case TOOL_HOE:
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switch(countLevel){
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case 1: return "Rock Hoe";
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case 2: return "Iron Hoe";
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case 3: return "Gold Hoe";
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case 4: return "Gem Hoe";
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default: return "Wood Hoe";
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}
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case TOOL_SWORD:
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switch(countLevel){
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case 1: return "Rock Sword";
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case 2: return "Iron Sword";
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case 3: return "Gold Sword";
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case 4: return "Gem Sword";
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default: return "Wood Sword";
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}
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case TOOL_PICKAXE:
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switch(countLevel){
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case 1: return "Rock Pickaxe";
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case 2: return "Iron Pickaxe";
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case 3: return "Gold Pickaxe";
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case 4: return "Gem Pickaxe";
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default: return "Wood Pickaxe";
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}
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case TOOL_AXE:
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switch(countLevel){
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case 1: return "Rock Axe";
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case 2: return "Iron Axe";
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case 3: return "Gold Axe";
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case 4: return "Gem Axe";
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default: return "Wood Axe";
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}
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case ITEM_ANVIL: return "Anvil";
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case ITEM_CHEST: return "Chest";
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case ITEM_OVEN: return "Oven";
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case ITEM_FURNACE: return "Furnace";
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case ITEM_WORKBENCH: return "Workbench";
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switch(itemID){
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case TOOL_SHOVEL:
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switch(countLevel){
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case 1: return "Rock Shovel";
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case 2: return "Iron Shovel";
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case 3: return "Gold Shovel";
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case 4: return "Gem Shovel";
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default: return "Wood Shovel";
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}
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case TOOL_HOE:
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switch(countLevel){
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case 1: return "Rock Hoe";
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case 2: return "Iron Hoe";
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case 3: return "Gold Hoe";
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case 4: return "Gem Hoe";
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default: return "Wood Hoe";
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}
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case TOOL_SWORD:
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switch(countLevel){
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case 1: return "Rock Sword";
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case 2: return "Iron Sword";
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case 3: return "Gold Sword";
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case 4: return "Gem Sword";
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default: return "Wood Sword";
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}
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case TOOL_PICKAXE:
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switch(countLevel){
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case 1: return "Rock Pickaxe";
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case 2: return "Iron Pickaxe";
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case 3: return "Gold Pickaxe";
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case 4: return "Gem Pickaxe";
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default: return "Wood Pickaxe";
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}
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case TOOL_AXE:
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switch(countLevel){
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case 1: return "Rock Axe";
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case 2: return "Iron Axe";
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case 3: return "Gold Axe";
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case 4: return "Gem Axe";
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default: return "Wood Axe";
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}
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case ITEM_ANVIL: return "Anvil";
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case ITEM_CHEST: return "Chest";
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case ITEM_OVEN: return "Oven";
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case ITEM_FURNACE: return "Furnace";
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case ITEM_WORKBENCH: return "Workbench";
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case ITEM_POTION_MAKER: return "Potion Maker";
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case ITEM_LANTERN: return "Lantern";
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case ITEM_POWGLOVE: return "Power Glove";
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case ITEM_FLOWER: sprintf(currentName,"%d Flower", countLevel); return currentName;
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case ITEM_WOOD: sprintf(currentName,"%d Wood", countLevel); return currentName;
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case ITEM_STONE: sprintf(currentName,"%d Stone", countLevel); return currentName;
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case ITEM_SAND: sprintf(currentName,"%d Sand", countLevel); return currentName;
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case ITEM_DIRT: sprintf(currentName,"%d Dirt", countLevel); return currentName;
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case ITEM_CLOUD: sprintf(currentName,"%d Cloud", countLevel); return currentName;
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case ITEM_ACORN: sprintf(currentName,"%d Acorn", countLevel); return currentName;
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case ITEM_CACTUS: sprintf(currentName,"%d Cactus", countLevel); return currentName;
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case ITEM_SEEDS: sprintf(currentName,"%d Seeds", countLevel); return currentName;
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case ITEM_WHEAT: sprintf(currentName,"%d Wheat", countLevel); return currentName;
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case ITEM_FLESH: sprintf(currentName,"%d Flesh", countLevel); return currentName;
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case ITEM_BREAD: sprintf(currentName,"%d Bread", countLevel); return currentName;
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case ITEM_APPLE: sprintf(currentName,"%d Apple", countLevel); return currentName;
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case ITEM_LANTERN: return "Lantern";
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case ITEM_POWGLOVE: return "Power Glove";
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case ITEM_FLOWER: sprintf(currentName,"%d Flower", countLevel); return currentName;
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case ITEM_WOOD: sprintf(currentName,"%d Wood", countLevel); return currentName;
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case ITEM_STONE: sprintf(currentName,"%d Stone", countLevel); return currentName;
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case ITEM_SAND: sprintf(currentName,"%d Sand", countLevel); return currentName;
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case ITEM_DIRT: sprintf(currentName,"%d Dirt", countLevel); return currentName;
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case ITEM_CLOUD: sprintf(currentName,"%d Cloud", countLevel); return currentName;
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case ITEM_ACORN: sprintf(currentName,"%d Acorn", countLevel); return currentName;
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case ITEM_CACTUS: sprintf(currentName,"%d Cactus", countLevel); return currentName;
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case ITEM_SEEDS: sprintf(currentName,"%d Seeds", countLevel); return currentName;
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case ITEM_WHEAT: sprintf(currentName,"%d Wheat", countLevel); return currentName;
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case ITEM_FLESH: sprintf(currentName,"%d Flesh", countLevel); return currentName;
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case ITEM_BREAD: sprintf(currentName,"%d Bread", countLevel); return currentName;
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case ITEM_APPLE: sprintf(currentName,"%d Apple", countLevel); return currentName;
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case ITEM_GOLD_APPLE: sprintf(currentName,"%d Golden Apple", countLevel); return currentName;
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case ITEM_STRENGTH_POTION: sprintf(currentName,"%d Strength Potion", countLevel); return currentName;
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case ITEM_SPEED_POTION: sprintf(currentName,"%d Speed Potion", countLevel); return currentName;
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case ITEM_REGEN_POTION: sprintf(currentName,"%d Regen Potion", countLevel); return currentName;
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case ITEM_SWIM_BREATH_POTION: sprintf(currentName,"%d Swim Potion", countLevel); return currentName;
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case ITEM_COAL: sprintf(currentName,"%d Coal", countLevel); return currentName;
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case ITEM_IRONORE: sprintf(currentName,"%d Iron ore", countLevel); return currentName;
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case ITEM_GOLDORE: sprintf(currentName,"%d Gold ore", countLevel); return currentName;
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case ITEM_IRONINGOT: sprintf(currentName,"%d Iron ingot", countLevel); return currentName;
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case ITEM_GOLDINGOT: sprintf(currentName,"%d Gold ingot", countLevel); return currentName;
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case ITEM_GLASS: sprintf(currentName,"%d Glass", countLevel); return currentName;
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case ITEM_GEM: sprintf(currentName,"%d Gem", countLevel); return currentName;
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case ITEM_SLIME: sprintf(currentName,"%d Slime", countLevel); return currentName;
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case ITEM_COAL: sprintf(currentName,"%d Coal", countLevel); return currentName;
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case ITEM_IRONORE: sprintf(currentName,"%d Iron ore", countLevel); return currentName;
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case ITEM_GOLDORE: sprintf(currentName,"%d Gold ore", countLevel); return currentName;
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case ITEM_IRONINGOT: sprintf(currentName,"%d Iron ingot", countLevel); return currentName;
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case ITEM_GOLDINGOT: sprintf(currentName,"%d Gold ingot", countLevel); return currentName;
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case ITEM_GLASS: sprintf(currentName,"%d Glass", countLevel); return currentName;
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case ITEM_GEM: sprintf(currentName,"%d Gem", countLevel); return currentName;
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case ITEM_SLIME: sprintf(currentName,"%d Slime", countLevel); return currentName;
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case ITEM_LOOM: return "Loom";
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case ITEM_ENCHANTER: return "Enchanter";
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case ITEM_WALL_WOOD: sprintf(currentName,"%d Wood Wall", countLevel); return currentName;
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@ -190,93 +190,93 @@ char* getItemName(int itemID, int countLevel) {
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case ITEM_DRAGON_EGG: sprintf(currentName,"%d Dragon Egg", countLevel); return currentName;
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case ITEM_DRAGON_SCALE: sprintf(currentName,"%d Dragon Scale", countLevel); return currentName;
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case ITEM_BOOKSHELVES: sprintf(currentName,"%d Bookshelves", countLevel); return currentName;
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case ITEM_MAGIC_DUST: sprintf(currentName,"%d Magic Dust", countLevel); return currentName;
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case ITEM_COIN: sprintf(currentName,"%d Coins", countLevel); return currentName;
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case ITEM_MAGIC_DUST: sprintf(currentName,"%d Magic Dust", countLevel); return currentName;
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case ITEM_COIN: sprintf(currentName,"%d Coins", countLevel); return currentName;
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case TOOL_BUCKET:
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switch(countLevel){
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case 1: return "Water Bucket";
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case 2: return "Lava Bucket";
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default: return "Empty Bucket";
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}
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case 1: return "Water Bucket";
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case 2: return "Lava Bucket";
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default: return "Empty Bucket";
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}
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case TOOL_BOW: return "Bow";
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case TOOL_MAGIC_COMPASS: return "Magic Compass";
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default: return ""; // null
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}
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case TOOL_MAGIC_COMPASS: return "Magic Compass";
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default: return ""; // null
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}
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}
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char* getBasicItemName(int itemID, int countLevel) {
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switch(itemID){
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case TOOL_SHOVEL:
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switch(countLevel){
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case 1: return "Rock Shovel";
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case 2: return "Iron Shovel";
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case 3: return "Gold Shovel";
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case 4: return "Gem Shovel";
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default: return "Wood Shovel";
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}
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case TOOL_HOE:
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switch(countLevel){
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case 1: return "Rock Hoe";
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case 2: return "Iron Hoe";
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case 3: return "Gold Hoe";
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case 4: return "Gem Hoe";
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default: return "Wood Hoe";
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}
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case TOOL_SWORD:
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switch(countLevel){
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case 1: return "Rock Sword";
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case 2: return "Iron Sword";
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case 3: return "Gold Sword";
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case 4: return "Gem Sword";
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default: return "Wood Sword";
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}
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case TOOL_PICKAXE:
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switch(countLevel){
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case 1: return "Rock Pickaxe";
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case 2: return "Iron Pickaxe";
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case 3: return "Gold Pickaxe";
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case 4: return "Gem Pickaxe";
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default: return "Wood Pickaxe";
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}
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case TOOL_AXE:
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switch(countLevel){
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case 1: return "Rock Axe";
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case 2: return "Iron Axe";
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case 3: return "Gold Axe";
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case 4: return "Gem Axe";
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default: return "Wood Axe";
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}
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case ITEM_ANVIL: return "Anvil";
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case ITEM_CHEST: return "Chest";
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case ITEM_OVEN: return "Oven";
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case ITEM_FURNACE: return "Furnace";
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case ITEM_WORKBENCH: return "Workbench";
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switch(itemID){
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case TOOL_SHOVEL:
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switch(countLevel){
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case 1: return "Rock Shovel";
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case 2: return "Iron Shovel";
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case 3: return "Gold Shovel";
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case 4: return "Gem Shovel";
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default: return "Wood Shovel";
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}
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case TOOL_HOE:
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switch(countLevel){
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case 1: return "Rock Hoe";
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case 2: return "Iron Hoe";
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case 3: return "Gold Hoe";
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case 4: return "Gem Hoe";
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default: return "Wood Hoe";
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}
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case TOOL_SWORD:
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switch(countLevel){
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case 1: return "Rock Sword";
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case 2: return "Iron Sword";
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case 3: return "Gold Sword";
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case 4: return "Gem Sword";
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default: return "Wood Sword";
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}
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case TOOL_PICKAXE:
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switch(countLevel){
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case 1: return "Rock Pickaxe";
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case 2: return "Iron Pickaxe";
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case 3: return "Gold Pickaxe";
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case 4: return "Gem Pickaxe";
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default: return "Wood Pickaxe";
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}
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case TOOL_AXE:
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switch(countLevel){
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case 1: return "Rock Axe";
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case 2: return "Iron Axe";
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case 3: return "Gold Axe";
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case 4: return "Gem Axe";
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default: return "Wood Axe";
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}
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case ITEM_ANVIL: return "Anvil";
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case ITEM_CHEST: return "Chest";
|
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case ITEM_OVEN: return "Oven";
|
||||
case ITEM_FURNACE: return "Furnace";
|
||||
case ITEM_WORKBENCH: return "Workbench";
|
||||
case ITEM_POTION_MAKER: return "Potion Maker";
|
||||
case ITEM_LANTERN: return "Lantern";
|
||||
case ITEM_POWGLOVE: return "Power Glove";
|
||||
case ITEM_FLOWER: return "Flower";
|
||||
case ITEM_WOOD: return "Wood";
|
||||
case ITEM_STONE: return "Stone";
|
||||
case ITEM_SAND: return "Sand";
|
||||
case ITEM_DIRT: return "Dirt";
|
||||
case ITEM_CLOUD: return "Cloud";
|
||||
case ITEM_ACORN: return "Acorn";
|
||||
case ITEM_CACTUS: return "Cactus";
|
||||
case ITEM_SEEDS: return "Seeds";
|
||||
case ITEM_WHEAT: return "Wheat";
|
||||
case ITEM_FLESH: return "Flesh";
|
||||
case ITEM_BREAD: return "Bread";
|
||||
case ITEM_APPLE: return "Apple";
|
||||
case ITEM_GOLD_APPLE: return "Gold Apple";
|
||||
case ITEM_COAL: return "Coal";
|
||||
case ITEM_IRONORE: return "Iron ore";
|
||||
case ITEM_GOLDORE: return "Gold ore";
|
||||
case ITEM_IRONINGOT: return "Iron ingot";
|
||||
case ITEM_GOLDINGOT: return "Gold ingot";
|
||||
case ITEM_GLASS: return "Glass";
|
||||
case ITEM_GEM: return "Gem";
|
||||
case ITEM_SLIME: return "Slime";
|
||||
|
||||
case ITEM_LANTERN: return "Lantern";
|
||||
case ITEM_POWGLOVE: return "Power Glove";
|
||||
case ITEM_FLOWER: return "Flower";
|
||||
case ITEM_WOOD: return "Wood";
|
||||
case ITEM_STONE: return "Stone";
|
||||
case ITEM_SAND: return "Sand";
|
||||
case ITEM_DIRT: return "Dirt";
|
||||
case ITEM_CLOUD: return "Cloud";
|
||||
case ITEM_ACORN: return "Acorn";
|
||||
case ITEM_CACTUS: return "Cactus";
|
||||
case ITEM_SEEDS: return "Seeds";
|
||||
case ITEM_WHEAT: return "Wheat";
|
||||
case ITEM_FLESH: return "Flesh";
|
||||
case ITEM_BREAD: return "Bread";
|
||||
case ITEM_APPLE: return "Apple";
|
||||
case ITEM_GOLD_APPLE: return "Gold Apple";
|
||||
case ITEM_COAL: return "Coal";
|
||||
case ITEM_IRONORE: return "Iron ore";
|
||||
case ITEM_GOLDORE: return "Gold ore";
|
||||
case ITEM_IRONINGOT: return "Iron ingot";
|
||||
case ITEM_GOLDINGOT: return "Gold ingot";
|
||||
case ITEM_GLASS: return "Glass";
|
||||
case ITEM_GEM: return "Gem";
|
||||
case ITEM_SLIME: return "Slime";
|
||||
|
||||
case ITEM_LOOM: return "Loom";
|
||||
case ITEM_ENCHANTER: return "Enchanter";
|
||||
case ITEM_WALL_WOOD: return "Wood Wall";
|
||||
|
@ -302,21 +302,21 @@ char* getBasicItemName(int itemID, int countLevel) {
|
|||
case ITEM_DRAGON_EGG: return "Dragon Egg";
|
||||
case ITEM_DRAGON_SCALE: return "Dragon Scale";
|
||||
case ITEM_BOOKSHELVES: return "Bookshelves";
|
||||
case ITEM_MAGIC_DUST: return "Magic Dust";
|
||||
case ITEM_COIN: return "Coin";
|
||||
case ITEM_MAGIC_DUST: return "Magic Dust";
|
||||
case ITEM_COIN: return "Coin";
|
||||
case ITEM_STRENGTH_POTION: return "Strength Potion";
|
||||
case ITEM_SPEED_POTION: return "Speed Potion";
|
||||
case ITEM_REGEN_POTION: return "Regen Potion";
|
||||
case ITEM_SWIM_BREATH_POTION: return "Water Potion";
|
||||
case TOOL_BUCKET:
|
||||
switch(countLevel){
|
||||
case 1: return "Water Bucket";
|
||||
case 2: return "Lava Bucket";
|
||||
default: return "Empty Bucket";
|
||||
}
|
||||
case 1: return "Water Bucket";
|
||||
case 2: return "Lava Bucket";
|
||||
default: return "Empty Bucket";
|
||||
}
|
||||
case TOOL_BOW: return "Bow";
|
||||
case TOOL_MAGIC_COMPASS: return "Magic Compass";
|
||||
default: return ""; // null
|
||||
}
|
||||
|
||||
case TOOL_MAGIC_COMPASS: return "Magic Compass";
|
||||
default: return ""; // null
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue