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Comparing deliantra/server/common/material.C (file contents):
Revision 1.1 by root, Wed Nov 4 00:02:48 2009 UTC vs.
Revision 1.13 by root, Wed Apr 28 19:49:50 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <material.h> 26#include <material.h>
27 27
28//+GPL
29
30materialtype_t *materialt;
31
32/*
33materialtype 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
55materialtype_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 save [i] = 0;
65 mod [i] = 0;
66 }
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
28/* convert materialname to materialtype_t */ 80/* convert materialname to materialtype_t */
29
30materialtype_t * 81materialtype_t *
31name_to_material (const shstr_cmp name) 82name_to_material (const shstr_tmp name)
32{ 83{
33 for (materialtype_t *mt = materialt; mt; mt = mt->next) 84 for (materialtype_t *mt = materialt; mt; mt = mt->next)
34 if (name == mt->name) 85 if (name == mt->name)
35 return mt; 86 return mt;
36 87
88 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 // 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
37 return 0; 103 return mt;
38} 104}
39 105
40/* when doing transmutation of objects, we have to recheck the resistances, 106/* when doing transmutation of objects, we have to recheck the resistances,
41 * as some that did not apply previously, may apply now. 107 * as some that did not apply previously, may apply now.
42 */ 108 */
43void 109void
44transmute_materialname (object *op, const object *change) 110transmute_materialname (object *op, const object *change)
45{ 111{
46 materialtype_t *mt;
47 int j;
48
49 if (!op->materialname)
50 return;
51
52 if (op->materialname != change->materialname)
53 return;
54
55 if (!op->is_armor ()) 112 if (!op->is_armor ())
56 return; 113 return;
57 114
58 mt = name_to_material (op->materialname); 115 if (op->material == MATERIAL_NULL)
59 if (!mt)
60 {
61 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
62 return; 116 return;
63 }
64 117
118 if (op->material != change->material)
119 return;
120
121 materialtype_t *mt = op->material;
122
65 for (j = 0; j < NROFATTACKS; j++) 123 for (int j = 0; j < NROFATTACKS; j++)
66 if (op->resist[j] == 0 && change->resist[j] != 0) 124 if (op->resist[j] == 0 && change->resist[j] != 0)
67 { 125 {
68 op->resist[j] += mt->mod[j]; 126 op->resist[j] += mt->mod[j];
69 if (op->resist[j] > 100) 127
70 op->resist[j] = 100; 128 if (op->resist[j] > 100) op->resist[j] = 100;
71 if (op->resist[j] < -100) 129 if (op->resist[j] < -100) op->resist[j] = -100;
72 op->resist[j] = -100;
73 } 130 }
74} 131}
75 132
76/* set the materialname and type for an item */ 133/* set the materialname and type for an item */
77void 134void
78set_materialname (object *op, int difficulty, materialtype_t *nmt) 135select_material (object *op, int difficulty)
79{ 136{
80 materialtype_t *mt, *lmt; 137 if (op->material != MATERIAL_NULL || !op->materials)
81
82 if (!op->materialname)
83 return; 138 return;
84 139
85 if (nmt) 140 materialtype_t *lmt = 0;
86 lmt = nmt; 141
87 else 142 //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))
88 { 148 {
89 lmt = 0;
90
91 for (mt = materialt; mt; mt = mt->next)
92 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
93 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
94 {
95 lmt = mt; 149 lmt = mt;
150
96 if (!(op->is_weapon () || op->is_armor ())) 151 if (!(op->is_weapon () || op->is_armor ()))
97 break; 152 break;
98 }
99 } 153 }
100 154
101 if (lmt) 155 if (lmt)
102 { 156 {
103 if (op->stats.dam && op->is_weapon ()) 157 if (op->stats.dam && op->is_weapon ())
104 { 158 {
105 op->stats.dam += lmt->damage; 159 op->stats.dam += lmt->damage;
106 if (op->stats.dam < 1) 160 if (op->stats.dam < 1)
107 op->stats.dam = 1; 161 op->stats.dam = 1;
108 } 162 }
109 163
110 if (op->stats.sp && op->type == BOW) 164 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
111 op->stats.sp += lmt->sp;
112 if (op->stats.wc && op->is_weapon ()) 165 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
113 op->stats.wc += lmt->wc; 166
114 if (op->is_armor ()) 167 if (op->is_armor ())
115 { 168 {
116 if (op->stats.ac) 169 if (op->stats.ac)
117 op->stats.ac += lmt->ac; 170 op->stats.ac += lmt->ac;
118 171
119 for (int j = 0; j < NROFATTACKS; j++) 172 for (int j = 0; j < NROFATTACKS; j++)
120 if (op->resist[j] != 0) 173 if (op->resist[j] != 0)
121 { 174 {
122 op->resist[j] += lmt->mod[j]; 175 op->resist[j] += lmt->mod[j];
123 if (op->resist[j] > 100) 176 if (op->resist[j] > 100) op->resist[j] = 100;
124 op->resist[j] = 100;
125 if (op->resist[j] < -100) 177 if (op->resist[j] < -100) op->resist[j] = -100;
126 op->resist[j] = -100;
127 } 178 }
128 } 179 }
129 180
130 op->materialname = lmt->name; 181 op->material = lmt;
182
131 /* dont make it unstackable if it doesn't need to be */ 183 /* dont make it unstackable if it doesn't need to be */
132 if (op->is_weapon () || op->is_armor ()) 184 if (op->is_weapon () || op->is_armor ())
133 { 185 {
134 op->weight = (op->weight * lmt->weight) / 100; 186 op->weight = op->weight * lmt->weight / 100;
135 op->value = (op->value * lmt->value) / 100; 187 op->value = op->value * lmt->value / 100;
136 } 188 }
137 } 189 }
138} 190}
139 191
192//-GPL
193
194void
195load_materials ()
196{
197 //TODO: somehow free old materials, or update them in-place
198 // currently we effectively leak them.
199 material_null.next = 0; materialt = &material_null;
200
201 object_thawer thawer (settings.datadir, "materials");
202
203 if (!thawer)
204 {
205 LOG (llevError, "Cannot open %s for reading\n", thawer.name);
206 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 mt = new materialtype_t;
225 thawer.get (mt->name);
226 mt->description = mt->name;
227
228 mt->next = materialt; materialt = mt;
229 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 if (!thawer.parse_error ("materials file"))
299 goto done;
300 break;
301 }
302
303 thawer.next ();
304 }
305
306done:
307 LOG (llevDebug, "Done.\n");
308}
309

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