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-rw-r--r--src/Item.cpp153
1 files changed, 153 insertions, 0 deletions
diff --git a/src/Item.cpp b/src/Item.cpp
index 9e41c246d..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"
+
@@ -206,6 +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: