From 0ba0e39db4a3fae9139c5b875462fcd81faec3fc Mon Sep 17 00:00:00 2001 From: daniel0916 Date: Mon, 14 Apr 2014 16:46:59 +0200 Subject: Added/Modified last things for Enchanting System --- src/ClientHandle.cpp | 68 ++++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 53 insertions(+), 15 deletions(-) diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index fc4db1d10..c00047ecd 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -2699,6 +2699,8 @@ void cClientHandle::HandleEnchantItem(Byte & WindowID, Byte & Enchantment) int BaseEnchantmentLevel = Window->GetPropertyValue(Enchantment); + LOG("499"); + // Step 1 from Enchanting int Enchantability = 1; @@ -2744,7 +2746,7 @@ void cClientHandle::HandleEnchantItem(Byte & WindowID, Byte & Enchantment) } cFastRandom Random; - int ModifiedEnchantmentLevel = BaseEnchantmentLevel + Random.NextInt(Enchantability / 4) + Random.NextInt(Enchantability / 4) + 1; + int ModifiedEnchantmentLevel = BaseEnchantmentLevel + (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); @@ -3090,28 +3092,64 @@ void cClientHandle::HandleEnchantItem(Byte & WindowID, Byte & Enchantment) enchantments = AddEnchantmentWeight(enchantments, 5, cEnchantments("Unbreaking=1")); } - int RandomEnchantment1 = floor(Random.NextFloat(1) * enchantments.size()); + int RandomEnchantment1 = (int) floor(Random.NextFloat(1) * enchantments.size()); cEnchantments Enchantment1 = enchantments[RandomEnchantment1]; Item.m_Enchantments.AddFromString(Enchantment1.ToString()); enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment1), enchantments.end()); - // TODO: Don't add every time so much enchantments + float NewEnchantmentLevel = (float) BaseEnchantmentLevel; + + // Next Enchantment (Second) + NewEnchantmentLevel = NewEnchantmentLevel / 2; + float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; + if (Random.NextFloat(100) <= SecondEnchantmentChance) + { + // Checking for conflicting enchantments + enchantments = CheckEnchantmentConflicts(enchantments, Enchantment1); + + if (enchantments.size() > 0) + { + int RandomEnchantment2 = (int) floor(Random.NextFloat(1) * enchantments.size()); + + cEnchantments Enchantment2 = enchantments[RandomEnchantment2]; + Item.m_Enchantments.AddFromString(Enchantment2.ToString()); + enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment2), enchantments.end()); - // Checking for conflicting enchantments - enchantments = CheckEnchantmentConflicts(enchantments, Enchantment1); + // Checking for conflicting enchantments + enchantments = CheckEnchantmentConflicts(enchantments, Enchantment2); + } + } - int RandomEnchantment2 = floor(Random.NextFloat(1) * enchantments.size()); - cEnchantments Enchantment2 = enchantments[RandomEnchantment2]; - Item.m_Enchantments.AddFromString(Enchantment2.ToString()); - enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment2), enchantments.end()); + // Next Enchantment (Third) + NewEnchantmentLevel = NewEnchantmentLevel / 2; + float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; + if (Random.NextFloat(100) <= ThirdEnchantmentChance) + { + if (enchantments.size() > 0) + { + int RandomEnchantment3 = (int) floor(Random.NextFloat(1) * enchantments.size()); + cEnchantments Enchantment3 = enchantments[RandomEnchantment3]; + Item.m_Enchantments.AddFromString(Enchantment3.ToString()); + enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment3), enchantments.end()); - // Checking for conflicting enchantments - enchantments = CheckEnchantmentConflicts(enchantments, Enchantment2); + // Checking for conflicting enchantments + enchantments = CheckEnchantmentConflicts(enchantments, Enchantment3); + } + } - int RandomEnchantment3 = floor(Random.NextFloat(1) * enchantments.size()); - cEnchantments Enchantment3 = enchantments[RandomEnchantment3]; - Item.m_Enchantments.AddFromString(Enchantment3.ToString()); - enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment3), enchantments.end()); + // Next Enchantment (Fourth) + NewEnchantmentLevel = NewEnchantmentLevel / 2; + float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; + if (Random.NextFloat(100) <= FourthEnchantmentChance) + { + if (enchantments.size() > 0) + { + int RandomEnchantment4 = (int) floor(Random.NextFloat(1) * enchantments.size()); + cEnchantments Enchantment4 = enchantments[RandomEnchantment4]; + Item.m_Enchantments.AddFromString(Enchantment4.ToString()); + enchantments.erase(std::remove(enchantments.begin(), enchantments.end(), Enchantment4), enchantments.end()); + } + } if (m_Player->DeltaExperience(-m_Player->XpForLevel(Window->GetPropertyValue(Enchantment))) >= 0 || m_Player->IsGameModeCreative()) { -- cgit v1.2.3