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authorTycho <work.tycho+git@gmail.com>2014-04-27 15:35:27 +0200
committerTycho <work.tycho+git@gmail.com>2014-04-27 15:35:27 +0200
commit57b8ee9163181920b634e475c781fe7764e11b98 (patch)
tree7d0675f8cda49a39b0b42eaaa928cfb66b57869a /src/Item.cpp
parentImplemented Chunk Sparsing with segments (diff)
parentMerge pull request #863 from mc-server/chunkysparsing (diff)
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Diffstat (limited to 'src/Item.cpp')
-rw-r--r--src/Item.cpp156
1 files changed, 153 insertions, 3 deletions
diff --git a/src/Item.cpp b/src/Item.cpp
index 856b68be6..7e472f6d8 100644
--- a/src/Item.cpp
+++ b/src/Item.cpp
@@ -5,6 +5,8 @@
#include "json/json.h"
#include "Items/ItemHandler.h"
+#include "FastRandom.h"
+
@@ -196,9 +198,6 @@ bool cItem::IsEnchantable(short item)
return true;
if ((item >= 298) && (item <= 317))
return true;
- if ((item >= 290) && (item <= 294))
- return true;
-
if ((item == 346) || (item == 359) || (item == 261))
return true;
@@ -209,6 +208,157 @@ bool cItem::IsEnchantable(short item)
+int cItem::GetEnchantability()
+{
+ int Enchantability = 0;
+
+ switch (m_ItemType)
+ {
+ case E_ITEM_WOODEN_SWORD: Enchantability = 15; break;
+ case E_ITEM_WOODEN_PICKAXE: Enchantability = 15; break;
+ case E_ITEM_WOODEN_SHOVEL: Enchantability = 15; break;
+ case E_ITEM_WOODEN_AXE: Enchantability = 15; break;
+ case E_ITEM_WOODEN_HOE: Enchantability = 15; break;
+
+ case E_ITEM_LEATHER_CAP: Enchantability = 15; break;
+ case E_ITEM_LEATHER_TUNIC: Enchantability = 15; break;
+ case E_ITEM_LEATHER_PANTS: Enchantability = 15; break;
+ case E_ITEM_LEATHER_BOOTS: Enchantability = 15; break;
+
+ case E_ITEM_STONE_SWORD: Enchantability = 5; break;
+ case E_ITEM_STONE_PICKAXE: Enchantability = 5; break;
+ case E_ITEM_STONE_SHOVEL: Enchantability = 5; break;
+ case E_ITEM_STONE_AXE: Enchantability = 5; break;
+ case E_ITEM_STONE_HOE: Enchantability = 5; break;
+
+ case E_ITEM_IRON_HELMET: Enchantability = 9; break;
+ case E_ITEM_IRON_CHESTPLATE: Enchantability = 9; break;
+ case E_ITEM_IRON_LEGGINGS: Enchantability = 9; break;
+ case E_ITEM_IRON_BOOTS: Enchantability = 9; break;
+
+ case E_ITEM_IRON_SWORD: Enchantability = 14; break;
+ case E_ITEM_IRON_PICKAXE: Enchantability = 14; break;
+ case E_ITEM_IRON_SHOVEL: Enchantability = 14; break;
+ case E_ITEM_IRON_AXE: Enchantability = 14; break;
+ case E_ITEM_IRON_HOE: Enchantability = 14; break;
+
+ case E_ITEM_CHAIN_HELMET: Enchantability = 12; break;
+ case E_ITEM_CHAIN_CHESTPLATE: Enchantability = 12; break;
+ case E_ITEM_CHAIN_LEGGINGS: Enchantability = 12; break;
+ case E_ITEM_CHAIN_BOOTS: Enchantability = 12; break;
+
+ case E_ITEM_DIAMOND_HELMET: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_CHESTPLATE: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_LEGGINGS: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_BOOTS: Enchantability = 10; break;
+
+ case E_ITEM_DIAMOND_SWORD: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_PICKAXE: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_SHOVEL: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_AXE: Enchantability = 10; break;
+ case E_ITEM_DIAMOND_HOE: Enchantability = 10; break;
+
+ case E_ITEM_GOLD_HELMET: Enchantability = 25; break;
+ case E_ITEM_GOLD_CHESTPLATE: Enchantability = 25; break;
+ case E_ITEM_GOLD_LEGGINGS: Enchantability = 25; break;
+ case E_ITEM_GOLD_BOOTS: Enchantability = 25; break;
+
+ case E_ITEM_GOLD_SWORD: Enchantability = 22; break;
+ case E_ITEM_GOLD_PICKAXE: Enchantability = 22; break;
+ case E_ITEM_GOLD_SHOVEL: Enchantability = 22; break;
+ case E_ITEM_GOLD_AXE: Enchantability = 22; break;
+ case E_ITEM_GOLD_HOE: Enchantability = 22; break;
+
+ case E_ITEM_FISHING_ROD: Enchantability = 1; break;
+ case E_ITEM_BOW: Enchantability = 1; break;
+ case E_ITEM_BOOK: Enchantability = 1; break;
+ }
+
+ return Enchantability;
+}
+
+
+
+
+
+bool cItem::EnchantByXPLevels(int a_NumXPLevels)
+{
+ if (!cItem::IsEnchantable(m_ItemType) && (m_ItemType != E_ITEM_BOOK))
+ {
+ return false;
+ }
+
+ int Enchantability = GetEnchantability();
+
+ 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);
+
+ if (m_ItemType == E_ITEM_BOOK)
+ {
+ m_ItemType = E_ITEM_ENCHANTED_BOOK;
+ }
+
+ cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
+ m_Enchantments.AddFromString(Enchantment1.ToString());
+ cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment1);
+
+ // Checking for conflicting enchantments
+ 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))
+ {
+ return true;
+ }
+
+ cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
+ m_Enchantments.AddFromString(Enchantment2.ToString());
+ cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2);
+
+ // Checking for conflicting enchantments
+ cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
+
+ // Next Enchantment (Third)
+ NewEnchantmentLevel = NewEnchantmentLevel / 2;
+ float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
+ if (enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance))
+ {
+ return true;
+ }
+
+ cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
+ m_Enchantments.AddFromString(Enchantment3.ToString());
+ cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3);
+
+ // Checking for conflicting enchantments
+ cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
+
+ // Next Enchantment (Fourth)
+ NewEnchantmentLevel = NewEnchantmentLevel / 2;
+ float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
+ if (enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance))
+ {
+ return true;
+ }
+ cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
+ m_Enchantments.AddFromString(Enchantment4.ToString());
+
+ return true;
+}
+
+
+
+
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cItems: