Fixed crashes and use std::swap.
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36
src/Item.cpp
36
src/Item.cpp
@@ -291,73 +291,77 @@ int cItem::GetEnchantability()
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bool cItem::EnchantByXPLevels(int a_NumXPLevels)
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{
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if (!cItem::IsEnchantable(m_ItemType) && (m_ItemType != E_ITEM_BOOK))
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if (!cItem::IsEnchantable(m_ItemType))
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{
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return false;
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}
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int Enchantability = GetEnchantability();
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if (Enchantability == 0)
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{
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return false;
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}
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cFastRandom Random;
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int ModifiedEnchantmentLevel = a_NumXPLevels + (int)Random.NextFloat((float)Enchantability / 4) + (int)Random.NextFloat((float)Enchantability / 4) + 1;
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float RandomBonus = 1.0F + (Random.NextFloat(1) + Random.NextFloat(1) - 1.0F) * 0.15F;
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int FinalEnchantmentLevel = (int)(ModifiedEnchantmentLevel * RandomBonus + 0.5F);
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cWeightedEnchantments enchantments;
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cEnchantments::AddItemEnchantmentWeights(enchantments, m_ItemType, FinalEnchantmentLevel);
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cWeightedEnchantments Enchantments;
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cEnchantments::AddItemEnchantmentWeights(Enchantments, m_ItemType, FinalEnchantmentLevel);
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if (m_ItemType == E_ITEM_BOOK)
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{
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m_ItemType = E_ITEM_ENCHANTED_BOOK;
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}
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cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment1 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
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m_Enchantments.AddFromString(Enchantment1.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment1);
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cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment1);
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment1);
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cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment1);
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float NewEnchantmentLevel = (float)a_NumXPLevels;
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// Next Enchantment (Second)
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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float SecondEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if (enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance))
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if (Enchantments.empty() || (Random.NextFloat(100) > SecondEnchantmentChance))
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{
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return true;
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}
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cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment2 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
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m_Enchantments.AddFromString(Enchantment2.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment2);
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cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment2);
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment2);
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cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment2);
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// Next Enchantment (Third)
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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float ThirdEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if (enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance))
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if (Enchantments.empty() || (Random.NextFloat(100) > ThirdEnchantmentChance))
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{
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return true;
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}
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cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment3 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
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m_Enchantments.AddFromString(Enchantment3.ToString());
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cEnchantments::RemoveEnchantmentWeightFromVector(enchantments, Enchantment3);
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cEnchantments::RemoveEnchantmentWeightFromVector(Enchantments, Enchantment3);
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// Checking for conflicting enchantments
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cEnchantments::CheckEnchantmentConflictsFromVector(enchantments, Enchantment3);
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cEnchantments::CheckEnchantmentConflictsFromVector(Enchantments, Enchantment3);
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// Next Enchantment (Fourth)
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NewEnchantmentLevel = NewEnchantmentLevel / 2;
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float FourthEnchantmentChance = (NewEnchantmentLevel + 1) / 50 * 100;
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if (enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance))
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if (Enchantments.empty() || (Random.NextFloat(100) > FourthEnchantmentChance))
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{
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return true;
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}
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cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(enchantments);
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cEnchantments Enchantment4 = cEnchantments::GetRandomEnchantmentFromVector(Enchantments);
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m_Enchantments.AddFromString(Enchantment4.ToString());
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return true;
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