From 360d8eade0332f2c1aa5c205ca772cd506c35b26 Mon Sep 17 00:00:00 2001 From: peterbell10 Date: Tue, 13 Jun 2017 20:35:30 +0100 Subject: FastRandom rewrite (#3754) --- src/Item.cpp | 26 ++++++++++++-------------- 1 file changed, 12 insertions(+), 14 deletions(-) (limited to 'src/Item.cpp') diff --git a/src/Item.cpp b/src/Item.cpp index 2eb009d4a..fdce06d1c 100644 --- a/src/Item.cpp +++ b/src/Item.cpp @@ -332,9 +332,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) return false; } - cFastRandom Random; - int ModifiedEnchantmentLevel = a_NumXPLevels + static_cast(Random.NextFloat(static_cast(Enchantability / 4))) + static_cast(Random.NextFloat(static_cast(Enchantability / 4))) + 1; - float RandomBonus = 1.0F + (Random.NextFloat(1) + Random.NextFloat(1) - 1.0F) * 0.15F; + auto & Random = GetRandomProvider(); + int ModifiedEnchantmentLevel = a_NumXPLevels + Random.RandInt(Enchantability / 4) + Random.RandInt(Enchantability / 4) + 1; + float RandomBonus = 1.0F + (Random.RandReal() + Random.RandReal() - 1.0F) * 0.15F; int FinalEnchantmentLevel = static_cast(ModifiedEnchantmentLevel * RandomBonus + 0.5F); cWeightedEnchantments Enchantments; @@ -352,12 +352,10 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) // Checking for conflicting enchantments cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment1); - float NewEnchantmentLevel = static_cast(a_NumXPLevels); - // Next Enchantment (Second) - NewEnchantmentLevel = NewEnchantmentLevel / 2; - float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (Enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance)) + float NewEnchantmentLevel = a_NumXPLevels / 2.0f; + float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f; + if (Enchantments.empty() || !Random.RandBool(SecondEnchantmentChance)) { return true; } @@ -370,9 +368,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment2); // Next Enchantment (Third) - NewEnchantmentLevel = NewEnchantmentLevel / 2; - float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (Enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance)) + NewEnchantmentLevel = NewEnchantmentLevel / 2.0f; + float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f; + if (Enchantments.empty() || !Random.RandBool(ThirdEnchantmentChance)) { return true; } @@ -385,9 +383,9 @@ bool cItem::EnchantByXPLevels(int a_NumXPLevels) cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment3); // Next Enchantment (Fourth) - NewEnchantmentLevel = NewEnchantmentLevel / 2; - float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100; - if (Enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance)) + NewEnchantmentLevel = NewEnchantmentLevel / 2.0f; + float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50.0f; + if (Enchantments.empty() || !Random.RandBool(FourthEnchantmentChance)) { return true; } -- cgit v1.2.3