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/cvs/deliantra/server/common/material.C
Revision: 1.16
Committed: Sat Apr 23 04:56:46 2011 UTC (13 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
update copyright to 2011

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 reset ();
59 }
60
61 void
62 materialtype_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
87 static materialtype_t *
88 dummy_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
105 static materialtype_t *
106 find (const shstr_tmp name)
107 {
108 for (materialtype_t *mt = materialt; mt; mt = mt->next)
109 if (name == mt->name)
110 return mt;
111
112 return 0;
113 }
114
115 /* convert materialname to materialtype_t */
116 materialtype_t *
117 name_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
130 void
131 object_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
145 /* when doing transmutation of objects, we have to recheck the resistances,
146 * as some that did not apply previously, may apply now.
147 */
148 void
149 transmute_materialname (object *op, const object *change)
150 {
151 if (!op->is_armor ())
152 return;
153
154 if (op->material == MATERIAL_NULL)
155 return;
156
157 if (op->material != change->material)
158 return;
159
160 materialtype_t *mt = op->material;
161
162 for (int j = 0; j < NROFATTACKS; j++)
163 if (op->resist[j] == 0 && change->resist[j] != 0)
164 {
165 op->resist[j] += mt->mod[j];
166
167 if (op->resist[j] > 100) op->resist[j] = 100;
168 if (op->resist[j] < -100) op->resist[j] = -100;
169 }
170 }
171
172 /* set the materialname and type for an item */
173 void
174 select_material (object *op, int difficulty)
175 {
176 if (op->material != MATERIAL_NULL || !op->materials)
177 return;
178
179 materialtype_t *lmt = 0;
180
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))
187 {
188 lmt = mt;
189
190 if (!(op->is_weapon () || op->is_armor ()))
191 break;
192 }
193
194 if (lmt)
195 {
196 if (op->stats.dam && op->is_weapon ())
197 {
198 op->stats.dam += lmt->damage;
199 if (op->stats.dam < 1)
200 op->stats.dam = 1;
201 }
202
203 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
204 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
205
206 if (op->is_armor ())
207 {
208 if (op->stats.ac)
209 op->stats.ac += lmt->ac;
210
211 for (int j = 0; j < NROFATTACKS; j++)
212 if (op->resist[j] != 0)
213 {
214 op->resist[j] += lmt->mod[j];
215 if (op->resist[j] > 100) op->resist[j] = 100;
216 if (op->resist[j] < -100) op->resist[j] = -100;
217 }
218 }
219
220 op->material = lmt;
221
222 /* dont make it unstackable if it doesn't need to be */
223 if (op->is_weapon () || op->is_armor ())
224 {
225 op->weight = op->weight * lmt->weight / 100;
226 op->value = op->value * lmt->value / 100;
227 }
228 }
229 }
230
231 //-GPL
232
233 void
234 reload_materials ()
235 {
236 object_thawer thawer (settings.datadir, "materials");
237
238 if (!thawer)
239 {
240 LOG (llevError, "unable to load %s for reading\n", thawer.name);
241 return;
242 }
243
244 while (thawer.kw != KW_name)
245 {
246 thawer.next ();
247
248 if (thawer.kw == KW_EOF)
249 return;
250 }
251
252 materialtype_t *mt;
253
254 for (;;)
255 {
256 switch (thawer.kw)
257 {
258 case KW_name:
259 coroapi::cede_to_tick ();
260
261 {
262 // create a new dummy material, or find the existing material
263 shstr 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;
277 mt->description = name;
278 }
279 break;
280
281 case KW_description:
282 thawer.get (mt->description);
283 break;
284
285 case KW_material:
286 thawer.get (mt->material);
287 break;
288
289 case KW_saves:
290 {
291 const char *cp = thawer.get_str () - 1;
292
293 for (int i = 0; i < NROFATTACKS; i++)
294 {
295 if (!cp)
296 {
297 mt->save[i] = 0;
298 continue;
299 }
300
301 int value;
302 ++cp;
303 sscanf (cp, "%d", &value);
304 mt->save[i] = (sint8) value;
305 cp = strchr (cp, ',');
306 }
307 }
308 break;
309
310 case KW_mods:
311 {
312 const char *cp = thawer.get_str () - 1;
313
314 for (int i = 0; i < NROFATTACKS; i++)
315 {
316 if (!cp)
317 {
318 mt->save[i] = 0;
319 continue;
320 }
321
322 ++cp;
323 int value;
324 sscanf (cp, "%d", &value);
325 mt->mod[i] = (sint8) value;
326 cp = strchr (cp, ',');
327 }
328 }
329 break;
330
331 case KW_chance: thawer.get (mt->chance); break;
332 case KW_difficulty: // cf+ alias, not original cf
333 case KW_diff: thawer.get (mt->difficulty); break;
334 case KW_magic: thawer.get (mt->magic); break;
335 case KW_dam: // cf+ alias, not original cf
336 case KW_damage: thawer.get (mt->damage); break;
337 case KW_wc: thawer.get (mt->wc); break;
338 case KW_ac: thawer.get (mt->ac); break;
339 case KW_sp: thawer.get (mt->sp); break;
340 case KW_weight: thawer.get (mt->weight); break;
341 case KW_value: thawer.get (mt->value); break;
342 case KW_density: thawer.get (mt->density); break;
343
344 case KW_EOF:
345 return;
346
347 default:
348 if (!thawer.parse_error ("materials file"))
349 return;
350 break;
351 }
352
353 thawer.next ();
354 }
355 }
356