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/cvs/deliantra/server/common/material.C
Revision: 1.14
Committed: Thu Apr 29 12:24:04 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +34 -10 lines
Log Message:
correctly flag parse errors for materials

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <material.h>
27
28 //+GPL
29
30 materialtype_t *materialt;
31
32 /*
33 materialtype 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
55 materialtype_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
80 // create a new material of the given name
81 static materialtype_t *
82 dummy_material (shstr_tmp name)
83 {
84 materialtype_t *mt = new materialtype_t;
85 mt->name = name;
86
87 // make it susceptible to attacks
88 for (int i = 0; i < NROFATTACKS; i++)
89 {
90 mt->save [i] = 10;
91 mt->mod [i] = 9;
92 }
93
94 mt->next = materialt; materialt = mt;
95
96 return mt;
97 }
98
99 /* convert materialname to materialtype_t */
100 materialtype_t *
101 name_to_material (const shstr_tmp name)
102 {
103 for (materialtype_t *mt = materialt; mt; mt = mt->next)
104 if (name == mt->name)
105 return mt;
106
107 LOG (llevError, "name_to_material called with nonexistent material '%s'\n", &name);
108
109 return dummy_material (name);
110 }
111
112 void
113 object_thawer::get (materialtype_t *&m) const
114 {
115 shstr name;
116 get (name);
117
118 for (materialtype_t *mt = materialt; mt; mt = mt->next)
119 if (name == mt->name)
120 {
121 m = mt;
122 return;
123 }
124
125 parse_error (format ("material called %s requested, but not found, creating dummy material.\n", &name));
126
127 m = dummy_material (name);
128 }
129
130 /* when doing transmutation of objects, we have to recheck the resistances,
131 * as some that did not apply previously, may apply now.
132 */
133 void
134 transmute_materialname (object *op, const object *change)
135 {
136 if (!op->is_armor ())
137 return;
138
139 if (op->material == MATERIAL_NULL)
140 return;
141
142 if (op->material != change->material)
143 return;
144
145 materialtype_t *mt = op->material;
146
147 for (int j = 0; j < NROFATTACKS; j++)
148 if (op->resist[j] == 0 && change->resist[j] != 0)
149 {
150 op->resist[j] += mt->mod[j];
151
152 if (op->resist[j] > 100) op->resist[j] = 100;
153 if (op->resist[j] < -100) op->resist[j] = -100;
154 }
155 }
156
157 /* set the materialname and type for an item */
158 void
159 select_material (object *op, int difficulty)
160 {
161 if (op->material != MATERIAL_NULL || !op->materials)
162 return;
163
164 materialtype_t *lmt = 0;
165
166 //TODL: dead code?
167 for (materialtype_t *mt = materialt; mt; mt = mt->next)
168 if (op->materials & mt->material
169 && difficulty >= mt->difficulty
170 && rndm (1, 100) <= mt->chance
171 && (op->magic >= mt->magic || mt->magic == 0))
172 {
173 lmt = mt;
174
175 if (!(op->is_weapon () || op->is_armor ()))
176 break;
177 }
178
179 if (lmt)
180 {
181 if (op->stats.dam && op->is_weapon ())
182 {
183 op->stats.dam += lmt->damage;
184 if (op->stats.dam < 1)
185 op->stats.dam = 1;
186 }
187
188 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
189 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
190
191 if (op->is_armor ())
192 {
193 if (op->stats.ac)
194 op->stats.ac += lmt->ac;
195
196 for (int j = 0; j < NROFATTACKS; j++)
197 if (op->resist[j] != 0)
198 {
199 op->resist[j] += lmt->mod[j];
200 if (op->resist[j] > 100) op->resist[j] = 100;
201 if (op->resist[j] < -100) op->resist[j] = -100;
202 }
203 }
204
205 op->material = lmt;
206
207 /* dont make it unstackable if it doesn't need to be */
208 if (op->is_weapon () || op->is_armor ())
209 {
210 op->weight = op->weight * lmt->weight / 100;
211 op->value = op->value * lmt->value / 100;
212 }
213 }
214 }
215
216 //-GPL
217
218 void
219 load_materials ()
220 {
221 //TODO: somehow free old materials, or update them in-place
222 // currently we effectively leak them.
223 material_null.next = 0; materialt = &material_null;
224
225 object_thawer thawer (settings.datadir, "materials");
226
227 if (!thawer)
228 {
229 LOG (llevError, "Cannot open %s for reading\n", thawer.name);
230 goto done;
231 }
232
233 while (thawer.kw != KW_name)
234 {
235 thawer.next ();
236
237 if (thawer.kw == KW_EOF)
238 goto done;
239 }
240
241 materialtype_t *mt;
242
243 for (;;)
244 {
245 switch (thawer.kw)
246 {
247 case KW_name:
248 mt = new materialtype_t;
249 thawer.get (mt->name);
250 mt->description = mt->name;
251
252 mt->next = materialt; materialt = mt;
253 break;
254
255 case KW_description:
256 thawer.get (mt->description);
257 break;
258
259 case KW_material:
260 thawer.get (mt->material);
261 break;
262
263 case KW_saves:
264 {
265 const char *cp = thawer.get_str () - 1;
266
267 for (int i = 0; i < NROFATTACKS; i++)
268 {
269 if (!cp)
270 {
271 mt->save[i] = 0;
272 continue;
273 }
274
275 int value;
276 ++cp;
277 sscanf (cp, "%d", &value);
278 mt->save[i] = (sint8) value;
279 cp = strchr (cp, ',');
280 }
281 }
282 break;
283
284 case KW_mods:
285 {
286 const char *cp = thawer.get_str () - 1;
287
288 for (int i = 0; i < NROFATTACKS; i++)
289 {
290 if (!cp)
291 {
292 mt->save[i] = 0;
293 continue;
294 }
295
296 ++cp;
297 int value;
298 sscanf (cp, "%d", &value);
299 mt->mod[i] = (sint8) value;
300 cp = strchr (cp, ',');
301 }
302 }
303 break;
304
305 case KW_chance: thawer.get (mt->chance); break;
306 case KW_difficulty: // cf+ alias, not original cf
307 case KW_diff: thawer.get (mt->difficulty); break;
308 case KW_magic: thawer.get (mt->magic); break;
309 case KW_dam: // cf+ alias, not original cf
310 case KW_damage: thawer.get (mt->damage); break;
311 case KW_wc: thawer.get (mt->wc); break;
312 case KW_ac: thawer.get (mt->ac); break;
313 case KW_sp: thawer.get (mt->sp); break;
314 case KW_weight: thawer.get (mt->weight); break;
315 case KW_value: thawer.get (mt->value); break;
316 case KW_density: thawer.get (mt->density); break;
317
318 case KW_EOF:
319 goto done;
320
321 default:
322 if (!thawer.parse_error ("materials file"))
323 goto done;
324 break;
325 }
326
327 thawer.next ();
328 }
329
330 done:
331 LOG (llevDebug, "Done.\n");
332 }
333