diff options
| -rw-r--r-- | engines/xeen/character.cpp | 15 | ||||
| -rw-r--r-- | engines/xeen/party.cpp | 18 | 
2 files changed, 14 insertions, 19 deletions
diff --git a/engines/xeen/character.cpp b/engines/xeen/character.cpp index def830e2a1..0114b0a131 100644 --- a/engines/xeen/character.cpp +++ b/engines/xeen/character.cpp @@ -1666,20 +1666,15 @@ int Character::makeItem(int p1, int itemIndex, int p3) {  			rval = vm->getRandomNumber(1, 100);  			if (rval <= 25) {  				mult = 0; -			} -			else if (rval <= 45) { +			} else if (rval <= 45) {  				mult = 1; -			} -			else if (rval <= 60) { +			} else if (rval <= 60) {  				mult = 2; -			} -			else if (rval <= 75) { +			} else if (rval <= 75) {  				mult = 3; -			} -			else if (rval <= 95) { +			} else if (rval <= 95) {  				mult = 4; -			} -			else { +			} else {  				mult = 5;  			} diff --git a/engines/xeen/party.cpp b/engines/xeen/party.cpp index 15e7b5fda6..45b85f20f8 100644 --- a/engines/xeen/party.cpp +++ b/engines/xeen/party.cpp @@ -1436,11 +1436,11 @@ void Party::resetBlacksmithWares() {  		for (int idx2 = 0; idx2 < 4; ++idx2) {  			for (int idx3 = 0; idx3 < BLACKSMITH_DATA1[idx2][idx1]; ++idx3) { -				int itemCat = c.makeItem(idx2, 0, 0); +				int itemCat = c.makeItem(idx2 + 1, 0, 0);  				if (catCount[itemCat] < 8) {  					switch (itemCat) {  					case 0: { -						XeenItem &item = _blacksmithWeapons[0][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithWeapons[0][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1448,7 +1448,7 @@ void Party::resetBlacksmithWares() {  					}  					case 1: { -						XeenItem &item = _blacksmithArmor[0][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithArmor[0][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1456,7 +1456,7 @@ void Party::resetBlacksmithWares() {  					}  					case 2: { -						XeenItem &item = _blacksmithAccessories[0][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithAccessories[0][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1464,7 +1464,7 @@ void Party::resetBlacksmithWares() {  					}  					case 3: { -						XeenItem &item = _blacksmithMisc[0][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithMisc[0][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1490,7 +1490,7 @@ void Party::resetBlacksmithWares() {  				if (catCount[itemCat] < 8) {  					switch (itemCat) {  					case 0: { -						XeenItem &item = _blacksmithWeapons[1][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithWeapons[1][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1498,7 +1498,7 @@ void Party::resetBlacksmithWares() {  					}  					case 1: { -						XeenItem &item = _blacksmithArmor[1][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithArmor[1][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1506,7 +1506,7 @@ void Party::resetBlacksmithWares() {  					}  					case 2: { -						XeenItem &item = _blacksmithAccessories[1][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithAccessories[1][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags; @@ -1514,7 +1514,7 @@ void Party::resetBlacksmithWares() {  					}  					case 3: { -						XeenItem &item = _blacksmithMisc[1][idx2 * 4 + catCount[itemCat]]; +						XeenItem &item = _blacksmithMisc[1][catCount[itemCat] * 4 + idx1];  						item._id = c._weapons[0]._id;  						item._material = c._weapons[0]._material;  						item._bonusFlags = c._weapons[0]._bonusFlags;  | 
