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author | Alexander Harkness <bearbin@gmail.com> | 2014-10-11 19:32:21 +0200 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2014-10-11 19:32:21 +0200 |
commit | 93833069a80fe4aec33a95148df39ad40671ddaf (patch) | |
tree | 2e6a335a60e618b5fe456ca8a586a2c5448c8c87 /src/Item.cpp | |
parent | Reverted submodule changes. (diff) | |
parent | Merge pull request #1528 from kjanku1/master (diff) | |
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Diffstat (limited to 'src/Item.cpp')
-rw-r--r-- | src/Item.cpp | 80 |
1 files changed, 44 insertions, 36 deletions
diff --git a/src/Item.cpp b/src/Item.cpp index 2c5deaddf..ebdf99ca5 100644 --- a/src/Item.cpp +++ b/src/Item.cpp @@ -190,31 +190,35 @@ void cItem::FromJson(const Json::Value & a_Value) -bool cItem::IsEnchantable(short item) +bool cItem::IsEnchantable(short a_ItemType, bool a_WithBook) { - if ((item >= 256) && (item <= 259)) + if ( + ItemCategory::IsAxe(a_ItemType) || + ItemCategory::IsSword(a_ItemType) || + ItemCategory::IsShovel(a_ItemType) || + ItemCategory::IsPickaxe(a_ItemType) || + (a_WithBook && ItemCategory::IsHoe(a_ItemType)) || + ItemCategory::IsArmor(a_ItemType) + ) { return true; } - if ((item >= 267) && (item <= 279)) - { - return true; - } - if ((item >= 283) && (item <= 286)) - { - return true; - } - if ((item >= 290) && (item <= 294)) - { - return true; - } - if ((item >= 298) && (item <= 317)) - { - return true; - } - if ((item == 346) || (item == 359) || (item == 261)) + + switch (a_ItemType) { - return true; + case E_ITEM_BOOK: + case E_ITEM_BOW: + case E_ITEM_FISHING_ROD: + { + return true; + } + + case E_ITEM_CARROT_ON_STICK: + case E_ITEM_SHEARS: + case E_ITEM_FLINT_AND_STEEL: + { + return a_WithBook; + } } return false; @@ -299,73 +303,77 @@ int cItem::GetEnchantability() bool cItem::EnchantByXPLevels(int a_NumXPLevels) { - if (!cItem::IsEnchantable(m_ItemType) && (m_ItemType != E_ITEM_BOOK)) + if (!cItem::IsEnchantable(m_ItemType)) { return false; } int Enchantability = GetEnchantability(); + if (Enchantability == 0) + { + return false; + } cFastRandom Random; int ModifiedEnchantmentLevel = a_NumXPLevels + (int)Random.NextFloat((float)Enchantability / 4) + (int)Random.NextFloat((float)Enchantability / 4) + 1; float RandomBonus = 1.0F + (Random.NextFloat(1) + Random.NextFloat(1) - 1.0F) * 0.15F; int FinalEnchantmentLevel = (int)(ModifiedEnchantmentLevel * RandomBonus + 0.5F); - cWeightedEnchantments enchantments; - cEnchantments::AddItemEnchantmentWeights(enchantments, m_ItemType, FinalEnchantmentLevel); + cWeightedEnchantments Enchantments; + cEnchantments::AddItemEnchantmentWeights(Enchantments, m_ItemType, FinalEnchantmentLevel); if (m_ItemType == E_ITEM_BOOK) { m_ItemType = E_ITEM_ENCHANTED_BOOK; } - cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); + cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments); m_Enchantments.AddFromString(Enchantment1.ToString()); - cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment1); + cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment1); // Checking for conflicting enchantments - cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment1); + cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment1); float NewEnchantmentLevel = (float)a_NumXPLevels; // Next Enchantment (Second) NewEnchantmentLevel = NewEnchantmentLevel / 2; float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance)) + if (Enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance)) { return true; } - cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); + cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments); m_Enchantments.AddFromString(Enchantment2.ToString()); - cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2); + cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment2); // Checking for conflicting enchantments - cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2); + cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment2); // Next Enchantment (Third) NewEnchantmentLevel = NewEnchantmentLevel / 2; float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance)) + if (Enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance)) { return true; } - cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); + cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments); m_Enchantments.AddFromString(Enchantment3.ToString()); - cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3); + cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment3); // Checking for conflicting enchantments - cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3); + cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment3); // Next Enchantment (Fourth) NewEnchantmentLevel = NewEnchantmentLevel / 2; float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance)) + if (Enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance)) { return true; } - cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); + cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments); m_Enchantments.AddFromString(Enchantment4.ToString()); return true; |