From a6de7bf1cd80847abed22e3b962a5b8650b2911c Mon Sep 17 00:00:00 2001 From: daniel0916 Date: Sat, 19 Apr 2014 15:10:50 +0200 Subject: Fixed Code --- src/Item.cpp | 166 +++++++++++++++++++++++++++++++++-------------------------- 1 file changed, 94 insertions(+), 72 deletions(-) (limited to 'src/Item.cpp') diff --git a/src/Item.cpp b/src/Item.cpp index 1941a6693..9899d7f32 100644 --- a/src/Item.cpp +++ b/src/Item.cpp @@ -215,49 +215,66 @@ int cItem::GetEnchantability() { int Enchantability = 0; - if (m_ItemType == E_ITEM_WOODEN_SWORD || m_ItemType == E_ITEM_WOODEN_PICKAXE || m_ItemType == E_ITEM_WOODEN_SHOVEL || m_ItemType == E_ITEM_WOODEN_AXE || m_ItemType == E_ITEM_WOODEN_HOE) - { - Enchantability = 15; - } - else if (m_ItemType == E_ITEM_LEATHER_CAP || m_ItemType == E_ITEM_LEATHER_TUNIC || m_ItemType == E_ITEM_LEATHER_PANTS || m_ItemType == E_ITEM_LEATHER_BOOTS) - { - Enchantability = 15; - } - else if (m_ItemType == E_ITEM_STONE_SWORD || m_ItemType == E_ITEM_STONE_PICKAXE || m_ItemType == E_ITEM_STONE_SHOVEL || m_ItemType == E_ITEM_STONE_AXE || m_ItemType == E_ITEM_STONE_HOE) - { - Enchantability = 5; - } - else if (m_ItemType == E_ITEM_IRON_HELMET || m_ItemType == E_ITEM_IRON_CHESTPLATE || m_ItemType == E_ITEM_IRON_LEGGINGS || m_ItemType == E_ITEM_IRON_BOOTS) - { - Enchantability = 9; - } - else if (m_ItemType == E_ITEM_IRON_SWORD || m_ItemType == E_ITEM_IRON_PICKAXE || m_ItemType == E_ITEM_IRON_SHOVEL || m_ItemType == E_ITEM_IRON_AXE || m_ItemType == E_ITEM_IRON_HOE) - { - Enchantability = 14; - } - else if (m_ItemType == E_ITEM_CHAIN_HELMET || m_ItemType == E_ITEM_CHAIN_CHESTPLATE || m_ItemType == E_ITEM_CHAIN_LEGGINGS || m_ItemType == E_ITEM_CHAIN_BOOTS) - { - Enchantability = 12; - } - else if (m_ItemType == E_ITEM_DIAMOND_HELMET || m_ItemType == E_ITEM_DIAMOND_CHESTPLATE || m_ItemType == E_ITEM_DIAMOND_LEGGINGS || m_ItemType == E_ITEM_DIAMOND_BOOTS) - { - Enchantability = 10; - } - else if (m_ItemType == E_ITEM_DIAMOND_SWORD || m_ItemType == E_ITEM_DIAMOND_PICKAXE || m_ItemType == E_ITEM_DIAMOND_SHOVEL || m_ItemType == E_ITEM_DIAMOND_AXE || m_ItemType == E_ITEM_DIAMOND_HOE) - { - Enchantability = 10; - } - else if (m_ItemType == E_ITEM_GOLD_HELMET || m_ItemType == E_ITEM_GOLD_CHESTPLATE || m_ItemType == E_ITEM_GOLD_LEGGINGS || m_ItemType == E_ITEM_GOLD_BOOTS) - { - Enchantability = 25; - } - else if (m_ItemType == E_ITEM_GOLD_SWORD || m_ItemType == E_ITEM_GOLD_PICKAXE || m_ItemType == E_ITEM_GOLD_SHOVEL || m_ItemType == E_ITEM_GOLD_AXE || m_ItemType == E_ITEM_GOLD_HOE) - { - Enchantability = 22; - } - else if (m_ItemType == E_ITEM_FISHING_ROD || m_ItemType == E_ITEM_BOW || m_ItemType == E_ITEM_BOOK) + switch (m_ItemType) { - Enchantability = 1; + case E_ITEM_WOODEN_SWORD: Enchantability = 15; + case E_ITEM_WOODEN_PICKAXE: Enchantability = 15; + case E_ITEM_WOODEN_SHOVEL: Enchantability = 15; + case E_ITEM_WOODEN_AXE: Enchantability = 15; + case E_ITEM_WOODEN_HOE: Enchantability = 15; + + case E_ITEM_LEATHER_CAP: Enchantability = 15; + case E_ITEM_LEATHER_TUNIC: Enchantability = 15; + case E_ITEM_LEATHER_PANTS: Enchantability = 15; + case E_ITEM_LEATHER_BOOTS: Enchantability = 15; + + case E_ITEM_STONE_SWORD: Enchantability = 5; + case E_ITEM_STONE_PICKAXE: Enchantability = 5; + case E_ITEM_STONE_SHOVEL: Enchantability = 5; + case E_ITEM_STONE_AXE: Enchantability = 5; + case E_ITEM_STONE_HOE: Enchantability = 5; + + case E_ITEM_IRON_HELMET: Enchantability = 9; + case E_ITEM_IRON_CHESTPLATE: Enchantability = 9; + case E_ITEM_IRON_LEGGINGS: Enchantability = 9; + case E_ITEM_IRON_BOOTS: Enchantability = 9; + + case E_ITEM_IRON_SWORD: Enchantability = 14; + case E_ITEM_IRON_PICKAXE: Enchantability = 14; + case E_ITEM_IRON_SHOVEL: Enchantability = 14; + case E_ITEM_IRON_AXE: Enchantability = 14; + case E_ITEM_IRON_HOE: Enchantability = 14; + + case E_ITEM_CHAIN_HELMET: Enchantability = 12; + case E_ITEM_CHAIN_CHESTPLATE: Enchantability = 12; + case E_ITEM_CHAIN_LEGGINGS: Enchantability = 12; + case E_ITEM_CHAIN_BOOTS: Enchantability = 12; + + case E_ITEM_DIAMOND_HELMET: Enchantability = 10; + case E_ITEM_DIAMOND_CHESTPLATE: Enchantability = 10; + case E_ITEM_DIAMOND_LEGGINGS: Enchantability = 10; + case E_ITEM_DIAMOND_BOOTS: Enchantability = 10; + + case E_ITEM_DIAMOND_SWORD: Enchantability = 10; + case E_ITEM_DIAMOND_PICKAXE: Enchantability = 10; + case E_ITEM_DIAMOND_SHOVEL: Enchantability = 10; + case E_ITEM_DIAMOND_AXE: Enchantability = 10; + case E_ITEM_DIAMOND_HOE: Enchantability = 10; + + case E_ITEM_GOLD_HELMET: Enchantability = 25; + case E_ITEM_GOLD_CHESTPLATE: Enchantability = 25; + case E_ITEM_GOLD_LEGGINGS: Enchantability = 25; + case E_ITEM_GOLD_BOOTS: Enchantability = 25; + + case E_ITEM_GOLD_SWORD: Enchantability = 22; + case E_ITEM_GOLD_PICKAXE: Enchantability = 22; + case E_ITEM_GOLD_SHOVEL: Enchantability = 22; + case E_ITEM_GOLD_AXE: Enchantability = 22; + case E_ITEM_GOLD_HOE: Enchantability = 22; + + case E_ITEM_FISHING_ROD: Enchantability = 1; + case E_ITEM_BOW: Enchantability = 1; + case E_ITEM_BOOK: Enchantability = 1; } return Enchantability; @@ -269,7 +286,7 @@ int cItem::GetEnchantability() bool cItem::EnchantByXPLevels(int a_NumXPLevels) { - if (!cItem::IsEnchantable(m_ItemType) && m_ItemType != E_ITEM_BOOK) + if ((!cItem::IsEnchantable(m_ItemType)) && (m_ItemType != E_ITEM_BOOK)) { return false; } @@ -284,9 +301,14 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) 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); + cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment1); // Checking for conflicting enchantments cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment1); @@ -302,38 +324,38 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) { 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); - } - } - // Next Enchantment (Third) - NewEnchantmentLevel = NewEnchantmentLevel / 2; - float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (Random.NextFloat(100) <= ThirdEnchantmentChance) - { - if (enchantments.size() > 0) - { - 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 (Random.NextFloat(100) <= FourthEnchantmentChance) - { - if (enchantments.size() > 0) - { - cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); - m_Enchantments.AddFromString(Enchantment4.ToString()); + // Next Enchantment (Third) + NewEnchantmentLevel = NewEnchantmentLevel / 2; + float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; + if (Random.NextFloat(100) <= ThirdEnchantmentChance) + { + if (enchantments.size() > 0) + { + 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 (Random.NextFloat(100) <= FourthEnchantmentChance) + { + if (enchantments.size() > 0) + { + cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments); + m_Enchantments.AddFromString(Enchantment4.ToString()); + } + } + } + } } } -- cgit v1.2.3