/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #include //+GPL materialtype_t *materialt; /* materialtype material[NROFMATERIALS] = { * P M F E C C A D W G P S P T F C D D C C G H B I * * H A I L O O C R E H O L A U E A E E H O O O L N * * Y G R E L N I A A O I O R R A N P A A U D L I T * * S I E C D F D I P S S W A N R C L T O N Y N R * * I C T U N O T O L E E H S T P D N * {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}}, {"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}} }; */ materialtype_t::materialtype_t () { next = 0; name = shstr_unknown; description = shstr_unknown_material_description; material = 0; for (int i = 0; i < NROFATTACKS; i++) { save [i] = 0; mod [i] = 0; } chance = 0; difficulty = 0; magic = 0; damage = 0; wc = 0; ac = 0; sp = 0; weight = 100; value = 100; density = 1000; } // create a new material of the given name static materialtype_t * dummy_material (shstr_tmp name) { materialtype_t *mt = new materialtype_t; mt->name = name; // make it susceptible to attacks for (int i = 0; i < NROFATTACKS; i++) { mt->save [i] = 10; mt->mod [i] = 9; } mt->next = materialt; materialt = mt; return mt; } /* convert materialname to materialtype_t */ materialtype_t * name_to_material (const shstr_tmp name) { for (materialtype_t *mt = materialt; mt; mt = mt->next) if (name == mt->name) return mt; LOG (llevError, "name_to_material called with nonexistent material '%s'\n", &name); return dummy_material (name); } void object_thawer::get (materialtype_t *&m) const { shstr name; get (name); for (materialtype_t *mt = materialt; mt; mt = mt->next) if (name == mt->name) { m = mt; return; } parse_error (format ("material called %s requested, but not found, creating dummy material.\n", &name)); m = dummy_material (name); } /* when doing transmutation of objects, we have to recheck the resistances, * as some that did not apply previously, may apply now. */ void transmute_materialname (object *op, const object *change) { if (!op->is_armor ()) return; if (op->material == MATERIAL_NULL) return; if (op->material != change->material) return; materialtype_t *mt = op->material; for (int j = 0; j < NROFATTACKS; j++) if (op->resist[j] == 0 && change->resist[j] != 0) { op->resist[j] += mt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } /* set the materialname and type for an item */ void select_material (object *op, int difficulty) { if (op->material != MATERIAL_NULL || !op->materials) return; materialtype_t *lmt = 0; //TODL: dead code? for (materialtype_t *mt = materialt; mt; mt = mt->next) if (op->materials & mt->material && difficulty >= mt->difficulty && rndm (1, 100) <= mt->chance && (op->magic >= mt->magic || mt->magic == 0)) { lmt = mt; if (!(op->is_weapon () || op->is_armor ())) break; } if (lmt) { if (op->stats.dam && op->is_weapon ()) { op->stats.dam += lmt->damage; if (op->stats.dam < 1) op->stats.dam = 1; } if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp; if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc; if (op->is_armor ()) { if (op->stats.ac) op->stats.ac += lmt->ac; for (int j = 0; j < NROFATTACKS; j++) if (op->resist[j] != 0) { op->resist[j] += lmt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } op->material = lmt; /* dont make it unstackable if it doesn't need to be */ if (op->is_weapon () || op->is_armor ()) { op->weight = op->weight * lmt->weight / 100; op->value = op->value * lmt->value / 100; } } } //-GPL void load_materials () { //TODO: somehow free old materials, or update them in-place // currently we effectively leak them. material_null.next = 0; materialt = &material_null; object_thawer thawer (settings.datadir, "materials"); if (!thawer) { LOG (llevError, "Cannot open %s for reading\n", thawer.name); goto done; } while (thawer.kw != KW_name) { thawer.next (); if (thawer.kw == KW_EOF) goto done; } materialtype_t *mt; for (;;) { switch (thawer.kw) { case KW_name: mt = new materialtype_t; thawer.get (mt->name); mt->description = mt->name; mt->next = materialt; materialt = mt; break; case KW_description: thawer.get (mt->description); break; case KW_material: thawer.get (mt->material); break; case KW_saves: { const char *cp = thawer.get_str () - 1; for (int i = 0; i < NROFATTACKS; i++) { if (!cp) { mt->save[i] = 0; continue; } int value; ++cp; sscanf (cp, "%d", &value); mt->save[i] = (sint8) value; cp = strchr (cp, ','); } } break; case KW_mods: { const char *cp = thawer.get_str () - 1; for (int i = 0; i < NROFATTACKS; i++) { if (!cp) { mt->save[i] = 0; continue; } ++cp; int value; sscanf (cp, "%d", &value); mt->mod[i] = (sint8) value; cp = strchr (cp, ','); } } break; case KW_chance: thawer.get (mt->chance); break; case KW_difficulty: // cf+ alias, not original cf case KW_diff: thawer.get (mt->difficulty); break; case KW_magic: thawer.get (mt->magic); break; case KW_dam: // cf+ alias, not original cf case KW_damage: thawer.get (mt->damage); break; case KW_wc: thawer.get (mt->wc); break; case KW_ac: thawer.get (mt->ac); break; case KW_sp: thawer.get (mt->sp); break; case KW_weight: thawer.get (mt->weight); break; case KW_value: thawer.get (mt->value); break; case KW_density: thawer.get (mt->density); break; case KW_EOF: goto done; default: if (!thawer.parse_error ("materials file")) goto done; break; } thawer.next (); } done: LOG (llevDebug, "Done.\n"); }