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Comparing deliantra/server/common/material.C (file contents):
Revision 1.4 by root, Tue Nov 10 00:01:31 2009 UTC vs.
Revision 1.16 by root, Sat Apr 23 04:56:46 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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.
25#include <global.h> 25#include <global.h>
26#include <material.h> 26#include <material.h>
27 27
28//+GPL 28//+GPL
29 29
30/* convert materialname to materialtype_t */ 30materialtype_t *materialt;
31 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 reset ();
59}
60
61void
62materialtype_t::reset ()
63{
64 name = shstr_unknown;
65 description = shstr_unknown_material_description;
66 material = 0;
67
68 for (int i = 0; i < NROFATTACKS; i++)
69 {
70 save [i] = 0;
71 mod [i] = 0;
72 }
73
74 chance = 0;
75 difficulty = 0;
76 magic = 0;
77 damage = 0;
78 wc = 0;
79 ac = 0;
80 sp = 0;
81 weight = 100;
82 value = 100;
83 density = 1000;
84}
85
86// create a new material of the given name
32materialtype_t * 87static materialtype_t *
33name_to_material (const shstr_cmp name) 88dummy_material (shstr_tmp name)
89{
90 materialtype_t *mt = new materialtype_t;
91 mt->name = name;
92
93 // make it susceptible to attacks
94 for (int i = 0; i < NROFATTACKS; i++)
95 {
96 mt->save [i] = 10;
97 mt->mod [i] = 9;
98 }
99
100 mt->next = materialt; materialt = mt;
101
102 return mt;
103}
104
105static materialtype_t *
106find (const shstr_tmp name)
34{ 107{
35 for (materialtype_t *mt = materialt; mt; mt = mt->next) 108 for (materialtype_t *mt = materialt; mt; mt = mt->next)
36 if (name == mt->name) 109 if (name == mt->name)
37 return mt; 110 return mt;
38 111
39 return 0; 112 return 0;
40} 113}
41 114
115/* convert materialname to materialtype_t */
116materialtype_t *
117name_to_material (const shstr_tmp name)
118{
119 materialtype_t *mt = find (name);
120
121 if (!mt)
122 {
123 LOG (llevError, "name_to_material called with nonexistent material '%s'\n", &name);
124 mt = dummy_material (name);
125 }
126
127 return mt;
128}
129
130void
131object_thawer::get (materialtype_t *&mt) const
132{
133 shstr name;
134 get (name);
135
136 mt = find (name);
137
138 if (!mt)
139 {
140 parse_error (format ("material called %s requested, but not found, creating dummy material.\n", &name));
141 mt = dummy_material (name);
142 }
143}
144
42/* when doing transmutation of objects, we have to recheck the resistances, 145/* when doing transmutation of objects, we have to recheck the resistances,
43 * as some that did not apply previously, may apply now. 146 * as some that did not apply previously, may apply now.
44 */ 147 */
45void 148void
46transmute_materialname (object *op, const object *change) 149transmute_materialname (object *op, const object *change)
47{ 150{
48 materialtype_t *mt;
49 int j;
50
51 if (!op->materialname)
52 return;
53
54 if (op->materialname != change->materialname)
55 return;
56
57 if (!op->is_armor ()) 151 if (!op->is_armor ())
58 return; 152 return;
59 153
60 mt = name_to_material (op->materialname); 154 if (op->material == MATERIAL_NULL)
61 if (!mt)
62 {
63 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
64 return; 155 return;
65 }
66 156
157 if (op->material != change->material)
158 return;
159
160 materialtype_t *mt = op->material;
161
67 for (j = 0; j < NROFATTACKS; j++) 162 for (int j = 0; j < NROFATTACKS; j++)
68 if (op->resist[j] == 0 && change->resist[j] != 0) 163 if (op->resist[j] == 0 && change->resist[j] != 0)
69 { 164 {
70 op->resist[j] += mt->mod[j]; 165 op->resist[j] += mt->mod[j];
71 if (op->resist[j] > 100) 166
72 op->resist[j] = 100; 167 if (op->resist[j] > 100) op->resist[j] = 100;
73 if (op->resist[j] < -100) 168 if (op->resist[j] < -100) op->resist[j] = -100;
74 op->resist[j] = -100;
75 } 169 }
76} 170}
77 171
78/* set the materialname and type for an item */ 172/* set the materialname and type for an item */
79void 173void
80set_materialname (object *op, int difficulty, materialtype_t *nmt) 174select_material (object *op, int difficulty)
81{ 175{
82 materialtype_t *mt, *lmt; 176 if (op->material != MATERIAL_NULL || !op->materials)
83
84 if (!op->materialname)
85 return; 177 return;
86 178
87 if (nmt) 179 materialtype_t *lmt = 0;
88 lmt = nmt; 180
89 else 181 //TODL: dead code?
182 for (materialtype_t *mt = materialt; mt; mt = mt->next)
183 if (op->materials & mt->material
184 && difficulty >= mt->difficulty
185 && rndm (1, 100) <= mt->chance
186 && (op->magic >= mt->magic || mt->magic == 0))
90 { 187 {
91 lmt = 0;
92
93 for (mt = materialt; mt; mt = mt->next)
94 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
95 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
96 {
97 lmt = mt; 188 lmt = mt;
189
98 if (!(op->is_weapon () || op->is_armor ())) 190 if (!(op->is_weapon () || op->is_armor ()))
99 break; 191 break;
100 }
101 } 192 }
102 193
103 if (lmt) 194 if (lmt)
104 { 195 {
105 if (op->stats.dam && op->is_weapon ()) 196 if (op->stats.dam && op->is_weapon ())
106 { 197 {
107 op->stats.dam += lmt->damage; 198 op->stats.dam += lmt->damage;
108 if (op->stats.dam < 1) 199 if (op->stats.dam < 1)
109 op->stats.dam = 1; 200 op->stats.dam = 1;
110 } 201 }
111 202
112 if (op->stats.sp && op->type == BOW) 203 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
113 op->stats.sp += lmt->sp;
114 if (op->stats.wc && op->is_weapon ()) 204 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
115 op->stats.wc += lmt->wc; 205
116 if (op->is_armor ()) 206 if (op->is_armor ())
117 { 207 {
118 if (op->stats.ac) 208 if (op->stats.ac)
119 op->stats.ac += lmt->ac; 209 op->stats.ac += lmt->ac;
120 210
121 for (int j = 0; j < NROFATTACKS; j++) 211 for (int j = 0; j < NROFATTACKS; j++)
122 if (op->resist[j] != 0) 212 if (op->resist[j] != 0)
123 { 213 {
124 op->resist[j] += lmt->mod[j]; 214 op->resist[j] += lmt->mod[j];
125 if (op->resist[j] > 100) 215 if (op->resist[j] > 100) op->resist[j] = 100;
126 op->resist[j] = 100;
127 if (op->resist[j] < -100) 216 if (op->resist[j] < -100) op->resist[j] = -100;
128 op->resist[j] = -100;
129 } 217 }
130 } 218 }
131 219
132 op->materialname = lmt->name; 220 op->material = lmt;
221
133 /* dont make it unstackable if it doesn't need to be */ 222 /* dont make it unstackable if it doesn't need to be */
134 if (op->is_weapon () || op->is_armor ()) 223 if (op->is_weapon () || op->is_armor ())
135 { 224 {
136 op->weight = (op->weight * lmt->weight) / 100; 225 op->weight = op->weight * lmt->weight / 100;
137 op->value = (op->value * lmt->value) / 100; 226 op->value = op->value * lmt->value / 100;
138 } 227 }
139 } 228 }
140} 229}
141 230
142//TODO: make this a constructor
143static materialtype_t *
144get_empty_mat (void)
145{
146 materialtype_t *mt;
147 int i;
148
149 mt = new materialtype_t;
150
151 mt->name = shstr_unknown;
152 mt->description = 0;
153
154 for (i = 0; i < NROFATTACKS; i++)
155 {
156 mt->save[i] = 0;
157 mt->mod[i] = 0;
158 }
159
160 mt->chance = 0;
161 mt->difficulty = 0;
162 mt->magic = 0;
163 mt->damage = 0;
164 mt->wc = 0;
165 mt->ac = 0;
166 mt->sp = 0;
167 mt->weight = 100;
168 mt->value = 100;
169 mt->density = 1;
170 mt->next = 0;
171
172 return mt;
173}
174
175//-GPL 231//-GPL
176 232
177const materialtype_t *
178object::dominant_material () const
179{
180 if (materialtype_t *mt = name_to_material (materialname))
181 return mt;
182
183 return name_to_material (shstr_unknown);
184}
185
186void 233void
187load_materials (void) 234reload_materials ()
188{ 235{
189 char filename[MAX_BUF]; 236 object_thawer thawer (settings.datadir, "materials");
190
191 sprintf (filename, "%s/materials", settings.datadir);
192 LOG (llevDebug, "Reading material type data from %s...\n", filename);
193
194 //TODO: somehow free old materials, or update them in-place
195 materialt = 0;
196
197 object_thawer thawer (filename);
198 237
199 if (!thawer) 238 if (!thawer)
200 { 239 {
201 LOG (llevError, "Cannot open %s for reading\n", filename); 240 LOG (llevError, "unable to load %s for reading\n", thawer.name);
202 goto done; 241 return;
203 } 242 }
204 243
205 while (thawer.kw != KW_name) 244 while (thawer.kw != KW_name)
206 { 245 {
207 thawer.next (); 246 thawer.next ();
208 247
209 if (thawer.kw == KW_EOF) 248 if (thawer.kw == KW_EOF)
210 goto done; 249 return;
211 } 250 }
212 251
213 materialtype_t *mt; 252 materialtype_t *mt;
214 253
215 for (;;) 254 for (;;)
216 { 255 {
217 switch (thawer.kw) 256 switch (thawer.kw)
218 { 257 {
219 case KW_name: 258 case KW_name:
220 mt = get_empty_mat (); 259 coroapi::cede_to_tick ();
221 mt->next = materialt;
222 materialt = mt;
223 260
261 {
262 // create a new dummy material, or find the existing material
263 shstr name;
224 thawer.get (mt->name); 264 thawer.get (name);
265
266 mt = find (name);
267
268 if (mt)
269 mt->reset ();
270 else
271 {
272 mt = new materialtype_t;
273 mt->next = materialt; materialt = mt;
274 }
275
276 mt->name = name;
225 mt->description = mt->name; 277 mt->description = name;
278 }
226 break; 279 break;
227 280
228 case KW_description: 281 case KW_description:
229 thawer.get (mt->description); 282 thawer.get (mt->description);
230 break; 283 break;
287 case KW_weight: thawer.get (mt->weight); break; 340 case KW_weight: thawer.get (mt->weight); break;
288 case KW_value: thawer.get (mt->value); break; 341 case KW_value: thawer.get (mt->value); break;
289 case KW_density: thawer.get (mt->density); break; 342 case KW_density: thawer.get (mt->density); break;
290 343
291 case KW_EOF: 344 case KW_EOF:
292 goto done; 345 return;
293 346
294 default: 347 default:
295 if (!thawer.parse_error ("materials file", "materials")) 348 if (!thawer.parse_error ("materials file"))
296 goto done; 349 return;
297 break; 350 break;
298 } 351 }
299 352
300 thawer.next (); 353 thawer.next ();
301 } 354 }
302
303done:
304 if (!materialt)
305 materialt = get_empty_mat ();
306
307 LOG (llevDebug, "Done.\n");
308} 355}
309 356

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