示例#1
0
/*
* Equips the item specified by itemToEquip
* returns true if the item was equiped
*/
bool Character::equipItem(Equipment itemToEquip) {
	int tempSlot = itemToEquip.getSlot();
	if (equipedItems[tempSlot] == 0) {
		*equipedItems[tempSlot] = itemToEquip;
		return true;
	}
	return false;
};
示例#2
0
int script::upgrade(lua_State *L)
{
	//charactersession, type(0=all), rate
	//returns true on success
	//TODO not sure how this one should work for final version
	const int n = lua_gettop(L);
	if (n != 3)
		return 0;
	Character *c = (Character *)lua_touserdata(L, 1);
	int type = (int)lua_tonumber(L, 2);
	int rate = (int)lua_tonumber(L, 3);

	std::uniform_int_distribution<int> dist(0, 99);
	
	if (rate < 100 && dist(generator()) >= rate) {
		return 0;
	}
	//here im assuming this is the upgrader's function, but what if it should work
	//for players too?
	Item *itm = c->getInventory()[0];
	if (!itm || itm->getType() != BaseItem::EQUIP)
		return 0;
	Equipment *eq = (Equipment*) itm;
	if (!eq->canModify() || (eq->getSlot() != Equipment::WEAPON && eq->getSlot() != Equipment::ARMOR)
			|| eq->getMod() > Equipment::GRAND) {
		return 0;
	}

	if (c->countItems(eq->getId(), eq->getMod()) < 3) {
		return 0;
	}

	//finally
	Equipment *neweq = (Equipment*) new Equipment(eq->getId(), eq->getQty(), eq->getMaxDur());
	neweq->setMod(eq->getMod() + 1);
	Item *r = c->getInventory().take(eq->getId(), 3, eq->getMod(), c);
	if (r) {
		c->getItem(neweq);
		delete r;
	}
	lua_pushboolean(L, true);
	return 1;
}