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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 1.5 by root, Tue Nov 10 04:38:45 2009 UTC

25#include <global.h> 25#include <global.h>
26#include <material.h> 26#include <material.h>
27 27
28//+GPL 28//+GPL
29 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] = 10;
65 mod [i] = 9;
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
30/* convert materialname to materialtype_t */ 80/* convert materialname to materialtype_t */
31
32materialtype_t * 81materialtype_t *
33name_to_material (const shstr_cmp name) 82name_to_material (const shstr_tmp name)
34{ 83{
35 for (materialtype_t *mt = materialt; mt; mt = mt->next) 84 for (materialtype_t *mt = materialt; mt; mt = mt->next)
36 if (name == mt->name) 85 if (name == mt->name)
37 return mt; 86 return mt;
38 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 mt->next = materialt;
95 materialt = mt;
96
39 return 0; 97 return mt;
40} 98}
41 99
42/* when doing transmutation of objects, we have to recheck the resistances, 100/* when doing transmutation of objects, we have to recheck the resistances,
43 * as some that did not apply previously, may apply now. 101 * as some that did not apply previously, may apply now.
44 */ 102 */
45void 103void
46transmute_materialname (object *op, const object *change) 104transmute_materialname (object *op, const object *change)
47{ 105{
48 materialtype_t *mt;
49 int j; 106 int j;
50 107
51 if (!op->materialname)
52 return;
53
54 if (op->materialname != change->materialname) 108 if (op->material != change->material)
55 return; 109 return;
56 110
57 if (!op->is_armor ()) 111 if (!op->is_armor ())
58 return; 112 return;
59 113
60 mt = name_to_material (op->materialname); 114 materialtype_t *mt = op->material;
61 if (!mt)
62 {
63 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
64 return;
65 }
66 115
67 for (j = 0; j < NROFATTACKS; j++) 116 for (j = 0; j < NROFATTACKS; j++)
68 if (op->resist[j] == 0 && change->resist[j] != 0) 117 if (op->resist[j] == 0 && change->resist[j] != 0)
69 { 118 {
70 op->resist[j] += mt->mod[j]; 119 op->resist[j] += mt->mod[j];
71 if (op->resist[j] > 100) 120
72 op->resist[j] = 100; 121 if (op->resist[j] > 100) op->resist[j] = 100;
73 if (op->resist[j] < -100) 122 if (op->resist[j] < -100) op->resist[j] = -100;
74 op->resist[j] = -100;
75 } 123 }
76} 124}
77 125
78/* set the materialname and type for an item */ 126/* set the materialname and type for an item */
79void 127void
80set_materialname (object *op, int difficulty, materialtype_t *nmt) 128select_material (object *op, int difficulty)
81{ 129{
82 materialtype_t *mt, *lmt; 130 if (op->material != &material_null || !op->materials)
83
84 if (!op->materialname)
85 return; 131 return;
86 132
87 if (nmt) 133 materialtype_t *lmt = 0;
88 lmt = nmt; 134
89 else 135 //TODL: dead code?
136 for (materialtype_t *mt = materialt; mt; mt = mt->next)
137 if (op->materials & mt->material
138 && difficulty >= mt->difficulty
139 && rndm (1, 100) <= mt->chance
140 && (op->magic >= mt->magic || mt->magic == 0))
90 { 141 {
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; 142 lmt = mt;
143
98 if (!(op->is_weapon () || op->is_armor ())) 144 if (!(op->is_weapon () || op->is_armor ()))
99 break; 145 break;
100 }
101 } 146 }
102 147
103 if (lmt) 148 if (lmt)
104 { 149 {
105 if (op->stats.dam && op->is_weapon ()) 150 if (op->stats.dam && op->is_weapon ())
106 { 151 {
107 op->stats.dam += lmt->damage; 152 op->stats.dam += lmt->damage;
108 if (op->stats.dam < 1) 153 if (op->stats.dam < 1)
109 op->stats.dam = 1; 154 op->stats.dam = 1;
110 } 155 }
111 156
112 if (op->stats.sp && op->type == BOW) 157 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 ()) 158 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
115 op->stats.wc += lmt->wc; 159
116 if (op->is_armor ()) 160 if (op->is_armor ())
117 { 161 {
118 if (op->stats.ac) 162 if (op->stats.ac)
119 op->stats.ac += lmt->ac; 163 op->stats.ac += lmt->ac;
120 164
121 for (int j = 0; j < NROFATTACKS; j++) 165 for (int j = 0; j < NROFATTACKS; j++)
122 if (op->resist[j] != 0) 166 if (op->resist[j] != 0)
123 { 167 {
124 op->resist[j] += lmt->mod[j]; 168 op->resist[j] += lmt->mod[j];
125 if (op->resist[j] > 100) 169 if (op->resist[j] > 100) op->resist[j] = 100;
126 op->resist[j] = 100;
127 if (op->resist[j] < -100) 170 if (op->resist[j] < -100) op->resist[j] = -100;
128 op->resist[j] = -100;
129 } 171 }
130 } 172 }
131 173
132 op->materialname = lmt->name; 174 op->material = lmt;
175
133 /* dont make it unstackable if it doesn't need to be */ 176 /* dont make it unstackable if it doesn't need to be */
134 if (op->is_weapon () || op->is_armor ()) 177 if (op->is_weapon () || op->is_armor ())
135 { 178 {
136 op->weight = (op->weight * lmt->weight) / 100; 179 op->weight = op->weight * lmt->weight / 100;
137 op->value = (op->value * lmt->value) / 100; 180 op->value = op->value * lmt->value / 100;
138 } 181 }
139 } 182 }
140} 183}
141 184
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 185//-GPL
176
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}
185 186
186void 187void
187load_materials (void) 188load_materials (void)
188{ 189{
189 char filename[MAX_BUF]; 190 char filename[MAX_BUF];
190 191
191 sprintf (filename, "%s/materials", settings.datadir); 192 sprintf (filename, "%s/materials", settings.datadir);
192 LOG (llevDebug, "Reading material type data from %s...\n", filename); 193 LOG (llevDebug, "Reading material type data from %s...\n", filename);
193 194
194 //TODO: somehow free old materials, or update them in-place 195 //TODO: somehow free old materials, or update them in-place
195 materialt = 0; 196 material_null.next = 0;
197 materialt = &material_null;
196 198
197 object_thawer thawer (filename); 199 object_thawer thawer (filename);
198 200
199 if (!thawer) 201 if (!thawer)
200 { 202 {
215 for (;;) 217 for (;;)
216 { 218 {
217 switch (thawer.kw) 219 switch (thawer.kw)
218 { 220 {
219 case KW_name: 221 case KW_name:
220 mt = get_empty_mat (); 222 mt = new materialtype_t;
223 thawer.get (mt->name);
224 mt->description = mt->name;
225
221 mt->next = materialt; 226 mt->next = materialt;
222 materialt = mt; 227 materialt = mt;
223
224 thawer.get (mt->name);
225 mt->description = mt->name;
226 break; 228 break;
227 229
228 case KW_description: 230 case KW_description:
229 thawer.get (mt->description); 231 thawer.get (mt->description);
230 break; 232 break;
300 thawer.next (); 302 thawer.next ();
301 } 303 }
302 304
303done: 305done:
304 if (!materialt) 306 if (!materialt)
305 materialt = get_empty_mat (); 307 materialt = new materialtype_t;
306 308
307 LOG (llevDebug, "Done.\n"); 309 LOG (llevDebug, "Done.\n");
308} 310}
309 311

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