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Comparing deliantra/server/common/material.C (file contents):
Revision 1.2 by root, Wed Nov 4 00:08:44 2009 UTC vs.
Revision 1.9 by root, Fri Mar 26 00:59:20 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 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
140//TODO: make this a constructor 192//-GPL
141static materialtype_t *
142get_empty_mat (void)
143{
144 materialtype_t *mt;
145 int i;
146
147 mt = new materialtype_t;
148
149 mt->name = shstr_unknown;
150 mt->description = 0;
151
152 for (i = 0; i < NROFATTACKS; i++)
153 {
154 mt->save[i] = 0;
155 mt->mod[i] = 0;
156 }
157
158 mt->chance = 0;
159 mt->difficulty = 0;
160 mt->magic = 0;
161 mt->damage = 0;
162 mt->wc = 0;
163 mt->ac = 0;
164 mt->sp = 0;
165 mt->weight = 100;
166 mt->value = 100;
167 mt->density = 1;
168 mt->next = 0;
169
170 return mt;
171}
172 193
173void 194void
174load_materials (void) 195load_materials ()
175{ 196{
176 char filename[MAX_BUF]; 197 char filename[MAX_BUF];
177 198
178 sprintf (filename, "%s/materials", settings.datadir); 199 sprintf (filename, "%s/materials", settings.datadir);
179 LOG (llevDebug, "Reading material type data from %s...\n", filename); 200 LOG (llevDebug, "Reading material type data from %s...\n", filename);
180 201
181 //TODO: somehow free old materials, or update them in-place 202 //TODO: somehow free old materials, or update them in-place
182 materialt = 0; 203 material_null.next = 0; materialt = &material_null;
183 204
184 object_thawer thawer (filename); 205 object_thawer thawer (filename);
185 206
186 if (!thawer) 207 if (!thawer)
187 { 208 {
202 for (;;) 223 for (;;)
203 { 224 {
204 switch (thawer.kw) 225 switch (thawer.kw)
205 { 226 {
206 case KW_name: 227 case KW_name:
207 mt = get_empty_mat ();
208 mt->next = materialt; 228 mt = new materialtype_t;
209 materialt = mt;
210
211 thawer.get (mt->name); 229 thawer.get (mt->name);
212 mt->description = mt->name; 230 mt->description = mt->name;
231
232 mt->next = materialt; materialt = mt;
213 break; 233 break;
214 234
215 case KW_description: 235 case KW_description:
216 thawer.get (mt->description); 236 thawer.get (mt->description);
217 break; 237 break;
286 306
287 thawer.next (); 307 thawer.next ();
288 } 308 }
289 309
290done: 310done:
291 if (!materialt)
292 materialt = get_empty_mat ();
293
294 LOG (llevDebug, "Done.\n"); 311 LOG (llevDebug, "Done.\n");
295} 312}
296 313

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