ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/material.C
Revision: 1.13
Committed: Wed Apr 28 19:49:50 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +2 -7 lines
Log Message:
less MAX_BUF, more object_thawer dir/file convenience

File Contents

# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3     *
4 root 1.10 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.9 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.1 *
8     * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21     *
22     * The authors can be reached via e-mail to <support@deliantra.net>
23     */
24    
25     #include <global.h>
26     #include <material.h>
27    
28 root 1.3 //+GPL
29    
30 root 1.5 materialtype_t *materialt;
31    
32     /*
33     materialtype material[NROFMATERIALS] = {
34     * P M F E C C A D W G P S P T F C D D C C G H B I *
35     * H A I L O O C R E H O L A U E A E E H O O O L N *
36     * Y G R E L N I A A O I O R R A N P A A U D L I T *
37     * S I E C D F D I P S S W A N R C L T O N Y N R *
38     * I C T U N O T O L E E H S T P D N *
39     {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
40     {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
41     {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
42     {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
43     {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
44     {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
45     {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
46     {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
47     {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
48     {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
49     {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
50     {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
51     {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
52     };
53     */
54    
55     materialtype_t::materialtype_t ()
56     {
57     next = 0;
58     name = shstr_unknown;
59     description = shstr_unknown_material_description;
60     material = 0;
61    
62     for (int i = 0; i < NROFATTACKS; i++)
63     {
64 root 1.6 save [i] = 0;
65     mod [i] = 0;
66 root 1.5 }
67    
68     chance = 0;
69     difficulty = 0;
70     magic = 0;
71     damage = 0;
72     wc = 0;
73     ac = 0;
74     sp = 0;
75     weight = 100;
76     value = 100;
77     density = 1000;
78     }
79    
80 root 1.1 /* convert materialname to materialtype_t */
81     materialtype_t *
82 root 1.5 name_to_material (const shstr_tmp name)
83 root 1.1 {
84     for (materialtype_t *mt = materialt; mt; mt = mt->next)
85     if (name == mt->name)
86     return mt;
87    
88 root 1.5 LOG (llevError, "name_to_material called with nonexistent material '%s'\n", &name);
89    
90     // create a new material of the given name
91     materialtype_t *mt = new materialtype_t;
92     mt->name = name;
93    
94 root 1.6 // make it susceptible to attacks
95     for (int i = 0; i < NROFATTACKS; i++)
96     {
97     mt->save [i] = 10;
98     mt->mod [i] = 9;
99     }
100    
101     mt->next = materialt; materialt = mt;
102 root 1.5
103     return mt;
104 root 1.1 }
105    
106     /* when doing transmutation of objects, we have to recheck the resistances,
107     * as some that did not apply previously, may apply now.
108     */
109     void
110     transmute_materialname (object *op, const object *change)
111     {
112 root 1.6 if (!op->is_armor ())
113     return;
114 root 1.1
115 root 1.7 if (op->material == MATERIAL_NULL)
116 root 1.1 return;
117    
118 root 1.6 if (op->material != change->material)
119 root 1.1 return;
120    
121 root 1.5 materialtype_t *mt = op->material;
122 root 1.1
123 root 1.6 for (int j = 0; j < NROFATTACKS; j++)
124 root 1.1 if (op->resist[j] == 0 && change->resist[j] != 0)
125     {
126     op->resist[j] += mt->mod[j];
127 root 1.5
128     if (op->resist[j] > 100) op->resist[j] = 100;
129     if (op->resist[j] < -100) op->resist[j] = -100;
130 root 1.1 }
131     }
132    
133     /* set the materialname and type for an item */
134     void
135 root 1.5 select_material (object *op, int difficulty)
136 root 1.1 {
137 root 1.7 if (op->material != MATERIAL_NULL || !op->materials)
138 root 1.5 return;
139 root 1.1
140 root 1.5 materialtype_t *lmt = 0;
141 root 1.1
142 root 1.5 //TODL: dead code?
143     for (materialtype_t *mt = materialt; mt; mt = mt->next)
144     if (op->materials & mt->material
145     && difficulty >= mt->difficulty
146     && rndm (1, 100) <= mt->chance
147     && (op->magic >= mt->magic || mt->magic == 0))
148     {
149     lmt = mt;
150 root 1.1
151 root 1.5 if (!(op->is_weapon () || op->is_armor ()))
152     break;
153     }
154 root 1.1
155     if (lmt)
156     {
157     if (op->stats.dam && op->is_weapon ())
158     {
159     op->stats.dam += lmt->damage;
160     if (op->stats.dam < 1)
161     op->stats.dam = 1;
162     }
163    
164 root 1.5 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
165     if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
166    
167 root 1.1 if (op->is_armor ())
168     {
169     if (op->stats.ac)
170     op->stats.ac += lmt->ac;
171    
172     for (int j = 0; j < NROFATTACKS; j++)
173     if (op->resist[j] != 0)
174     {
175     op->resist[j] += lmt->mod[j];
176 root 1.5 if (op->resist[j] > 100) op->resist[j] = 100;
177     if (op->resist[j] < -100) op->resist[j] = -100;
178 root 1.1 }
179     }
180    
181 root 1.5 op->material = lmt;
182    
183 root 1.1 /* dont make it unstackable if it doesn't need to be */
184     if (op->is_weapon () || op->is_armor ())
185     {
186 root 1.5 op->weight = op->weight * lmt->weight / 100;
187     op->value = op->value * lmt->value / 100;
188 root 1.1 }
189     }
190     }
191    
192 root 1.3 //-GPL
193    
194 root 1.2 void
195 root 1.8 load_materials ()
196 root 1.2 {
197     //TODO: somehow free old materials, or update them in-place
198 root 1.11 // currently we effectively leak them.
199 root 1.6 material_null.next = 0; materialt = &material_null;
200 root 1.2
201 root 1.13 object_thawer thawer (settings.datadir, "materials");
202 root 1.2
203     if (!thawer)
204     {
205 root 1.13 LOG (llevError, "Cannot open %s for reading\n", thawer.name);
206 root 1.2 goto done;
207     }
208    
209     while (thawer.kw != KW_name)
210     {
211     thawer.next ();
212    
213     if (thawer.kw == KW_EOF)
214     goto done;
215     }
216    
217     materialtype_t *mt;
218    
219     for (;;)
220     {
221     switch (thawer.kw)
222     {
223     case KW_name:
224 root 1.5 mt = new materialtype_t;
225     thawer.get (mt->name);
226     mt->description = mt->name;
227    
228 root 1.6 mt->next = materialt; materialt = mt;
229 root 1.2 break;
230    
231     case KW_description:
232     thawer.get (mt->description);
233     break;
234    
235     case KW_material:
236     thawer.get (mt->material);
237     break;
238    
239     case KW_saves:
240     {
241     const char *cp = thawer.get_str () - 1;
242    
243     for (int i = 0; i < NROFATTACKS; i++)
244     {
245     if (!cp)
246     {
247     mt->save[i] = 0;
248     continue;
249     }
250    
251     int value;
252     ++cp;
253     sscanf (cp, "%d", &value);
254     mt->save[i] = (sint8) value;
255     cp = strchr (cp, ',');
256     }
257     }
258     break;
259    
260     case KW_mods:
261     {
262     const char *cp = thawer.get_str () - 1;
263    
264     for (int i = 0; i < NROFATTACKS; i++)
265     {
266     if (!cp)
267     {
268     mt->save[i] = 0;
269     continue;
270     }
271    
272     ++cp;
273     int value;
274     sscanf (cp, "%d", &value);
275     mt->mod[i] = (sint8) value;
276     cp = strchr (cp, ',');
277     }
278     }
279     break;
280    
281     case KW_chance: thawer.get (mt->chance); break;
282     case KW_difficulty: // cf+ alias, not original cf
283     case KW_diff: thawer.get (mt->difficulty); break;
284     case KW_magic: thawer.get (mt->magic); break;
285     case KW_dam: // cf+ alias, not original cf
286     case KW_damage: thawer.get (mt->damage); break;
287     case KW_wc: thawer.get (mt->wc); break;
288     case KW_ac: thawer.get (mt->ac); break;
289     case KW_sp: thawer.get (mt->sp); break;
290     case KW_weight: thawer.get (mt->weight); break;
291     case KW_value: thawer.get (mt->value); break;
292     case KW_density: thawer.get (mt->density); break;
293    
294     case KW_EOF:
295     goto done;
296    
297     default:
298 root 1.12 if (!thawer.parse_error ("materials file"))
299 root 1.2 goto done;
300     break;
301     }
302    
303     thawer.next ();
304     }
305    
306     done:
307     LOG (llevDebug, "Done.\n");
308     }
309