コード例 #1
0
void CRandomItems::AddItems (SItemAddCtx &Ctx)

//	AddItems
//
//	Add items

	{
	int i, j;
	int iRoll = mathRandom(1, 1000);
	bool bAllAtOnce = (m_iDamaged == 0 && m_Enhanced.GetChance() == 0);

	for (i = 0; i < m_iCount; i++)
		{
		iRoll -= m_Table[i].iProbability;

		if (iRoll <= 0)
			{
			CItemType *pType = m_Table[i].pType;
			int iCount = pType->GetNumberAppearing().Roll();

			//	If we don't have a chance of enhancement or damage, just optimize the
			//	result by adding a group of items.

			if (bAllAtOnce)
				Ctx.ItemList.AddItem(CItem(m_Table[i].pType, iCount));

			//	If this is armor, then treat them as a block

			else if (pType->GetCategory() == itemcatArmor)
				{
				CItem Item(m_Table[i].pType, iCount);

				if (mathRandom(1, 100) <= m_iDamaged)
					Item.SetDamaged();
				else
					m_Enhanced.EnhanceItem(Item);

				Ctx.ItemList.AddItem(Item);
				}

			//	Otherwise, enhance/damage each item individually

			else
				{
				for (j = 0; j < iCount; j++)
					{
					CItem Item(m_Table[i].pType, 1);

					if (mathRandom(1, 100) <= m_iDamaged)
						Item.SetDamaged();
					else
						m_Enhanced.EnhanceItem(Item);

					Ctx.ItemList.AddItem(Item);
					}
				}
			break;
			}
		}
	}
コード例 #2
0
ファイル: CItemTable.cpp プロジェクト: dogguts/Transcendence
CurrencyValue CRandomItems::GetAverageValue (int iLevel)

//	GetAverageValue
//
//	Returns the average value.

	{
	int i;

	//	If this is a dynamic table we need to compute all levels

	if (m_bDynamicLevelFrequency)
		{
		Metric rTotal = 0.0;
		InitTable(GenerateLevelFrequency(m_sLevelFrequency, iLevel));
		m_iDynamicLevel = iLevel;

		for (i = 0; i < m_iCount; i++)
			{
			CItemType *pType = m_Table[i].pType;
			CurrencyValue ItemValue = CEconomyType::ExchangeToCredits(pType->GetCurrencyType(), pType->GetValue(CItemCtx(), true));
			rTotal += (pType->GetNumberAppearing().GetAveValueFloat() * (Metric)ItemValue * (Metric)m_Table[i].iProbability / 1000.0);
			}

		return (CurrencyValue)(rTotal + 0.5);
		}

	//	Otherwise the table is already initialized.

	else
		{
		//	Average value is proportional to chances.

		Metric rTotal = 0.0;
		for (i = 0; i < m_iCount; i++)
			{
			CItemType *pType = m_Table[i].pType;
			CurrencyValue ItemValue = CEconomyType::ExchangeToCredits(pType->GetCurrencyType(), pType->GetValue(CItemCtx(), true));
			rTotal += (pType->GetNumberAppearing().GetAveValueFloat() * (Metric)ItemValue * (Metric)m_Table[i].iProbability / 1000.0);
			}

		return (CurrencyValue)(rTotal + 0.5);
		}
	}