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-rw-r--r--src/Enchantments.cpp28
-rw-r--r--src/Enchantments.h3
-rw-r--r--src/ItemGrid.cpp16
3 files changed, 46 insertions, 1 deletions
diff --git a/src/Enchantments.cpp b/src/Enchantments.cpp
index 264878c22..80a9810b6 100644
--- a/src/Enchantments.cpp
+++ b/src/Enchantments.cpp
@@ -6,6 +6,7 @@
#include "Enchantments.h"
#include "WorldStorage/FastNBT.h"
#include "FastRandom.h"
+#include "Noise.h"
@@ -1019,3 +1020,30 @@ cEnchantments cEnchantments::GetRandomEnchantmentFromVector(cWeightedEnchantment
+
+cEnchantments cEnchantments::GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed)
+{
+ int AllWeights = 0;
+ for (const auto Enchantment : a_Enchantments)
+ {
+ AllWeights += Enchantment.m_Weight;
+ }
+
+ cNoise Noise(a_Seed);
+ int RandomNumber = Noise.IntNoise1DInt(AllWeights) / 7 % AllWeights;
+
+ for (const auto Enchantment : a_Enchantments)
+ {
+ RandomNumber -= Enchantment.m_Weight;
+ if (RandomNumber < 0)
+ {
+ return Enchantment.m_Enchantments;
+ }
+ }
+
+ return cEnchantments();
+}
+
+
+
+
diff --git a/src/Enchantments.h b/src/Enchantments.h
index 824f6aa55..e4390a5f2 100644
--- a/src/Enchantments.h
+++ b/src/Enchantments.h
@@ -128,6 +128,9 @@ public:
/** Gets random enchantment from Vector and returns it */
static cEnchantments GetRandomEnchantmentFromVector(cWeightedEnchantments & a_Enchantments);
+ /** Returns an enchantment from a Vector using cNoise. Mostly used for generators.*/
+ static cEnchantments GenerateEnchantmentFromVector(cWeightedEnchantments & a_Enchantments, int a_Seed);
+
/** Returns true if a_Other doesn't contain exactly the same enchantments and levels */
bool operator !=(const cEnchantments & a_Other) const;
diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp
index 2344dc0a5..6a3d08679 100644
--- a/src/ItemGrid.cpp
+++ b/src/ItemGrid.cpp
@@ -637,7 +637,21 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
int Rnd = (Noise.IntNoise1DInt(i) / 7);
int LootRnd = Rnd % TotalProbab;
Rnd >>= 8;
- cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
+ cItem CurrentLoot = cItem(E_ITEM_ENCHANTED_BOOK, 1, 0);
+
+ // Choose the enchantments
+ cWeightedEnchantments Enchantments;
+ cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
+ int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
+
+ for (int j = 0; j <= NumEnchantments; j++)
+ {
+ cEnchantments Enchantment = cEnchantments::GenerateEnchantmentFromVector(Enchantments, Noise.IntNoise2DInt(NumEnchantments, i));
+ CurrentLoot.m_Enchantments.Add(Enchantment);
+ cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment);
+ cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment);
+ }
+
for (size_t j = 0; j < a_CountLootProbabs; j++)
{
LootRnd -= a_LootProbabs[i].m_Weight;