1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* |
24 | /* |
… | |
… | |
213 | { |
212 | { |
214 | for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) |
213 | for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) |
215 | if (name == mt->name) |
214 | if (name == mt->name) |
216 | return mt; |
215 | return mt; |
217 | |
216 | |
218 | return materialt; |
217 | return 0; |
219 | } |
218 | } |
220 | |
219 | |
221 | /* when doing transmutation of objects, we have to recheck the resistances, |
220 | /* when doing transmutation of objects, we have to recheck the resistances, |
222 | * as some that did not apply previously, may apply now. |
221 | * as some that did not apply previously, may apply now. |
223 | */ |
222 | */ |
… | |
… | |
259 | void |
258 | void |
260 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
259 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
261 | { |
260 | { |
262 | materialtype_t *mt, *lmt; |
261 | materialtype_t *mt, *lmt; |
263 | |
262 | |
264 | #ifdef NEW_MATERIAL_CODE |
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265 | int j; |
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266 | #endif |
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267 | |
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268 | if (op->materialname != NULL) |
263 | if (op->materialname != NULL) |
269 | return; |
264 | return; |
270 | |
265 | |
271 | |
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272 | |
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273 | if (nmt == NULL) |
266 | if (nmt == NULL) |
274 | { |
267 | { |
275 | lmt = NULL; |
268 | lmt = NULL; |
276 | #ifndef NEW_MATERIAL_CODE |
269 | |
277 | for (mt = materialt; mt && mt->next; mt = mt->next) |
270 | for (mt = materialt; mt && mt->next; mt = mt->next) |
278 | { |
271 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
279 | if (op->materials & mt->material) |
272 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
280 | { |
273 | { |
281 | lmt = mt; |
274 | lmt = mt; |
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275 | if (!(op->is_weapon () || op->is_armor ())) |
282 | break; |
276 | break; |
283 | } |
277 | } |
284 | } |
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285 | |
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286 | #else |
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287 | for (mt = materialt; mt && mt->next; mt = mt->next) |
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288 | { |
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289 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
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290 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
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291 | { |
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292 | lmt = mt; |
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293 | if (!(op->is_weapon () || op->is_armor ())) |
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294 | break; |
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295 | } |
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296 | } |
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297 | #endif |
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298 | } |
278 | } |
299 | else |
279 | else |
300 | { |
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301 | lmt = nmt; |
280 | lmt = nmt; |
302 | } |
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303 | |
281 | |
304 | if (lmt != NULL) |
282 | if (lmt != NULL) |
305 | { |
283 | { |
306 | #ifndef NEW_MATERIAL_CODE |
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307 | op->materialname = lmt->name; |
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308 | return; |
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309 | #else |
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310 | |
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311 | if (op->stats.dam && op->is_weapon ()) |
284 | if (op->stats.dam && op->is_weapon ()) |
312 | { |
285 | { |
313 | op->stats.dam += lmt->damage; |
286 | op->stats.dam += lmt->damage; |
314 | if (op->stats.dam < 1) |
287 | if (op->stats.dam < 1) |
315 | op->stats.dam = 1; |
288 | op->stats.dam = 1; |
… | |
… | |
321 | op->stats.wc += lmt->wc; |
294 | op->stats.wc += lmt->wc; |
322 | if (op->is_armor ()) |
295 | if (op->is_armor ()) |
323 | { |
296 | { |
324 | if (op->stats.ac) |
297 | if (op->stats.ac) |
325 | op->stats.ac += lmt->ac; |
298 | op->stats.ac += lmt->ac; |
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299 | |
326 | for (j = 0; j < NROFATTACKS; j++) |
300 | for (int j = 0; j < NROFATTACKS; j++) |
327 | if (op->resist[j] != 0) |
301 | if (op->resist[j] != 0) |
328 | { |
302 | { |
329 | op->resist[j] += lmt->mod[j]; |
303 | op->resist[j] += lmt->mod[j]; |
330 | if (op->resist[j] > 100) |
304 | if (op->resist[j] > 100) |
331 | op->resist[j] = 100; |
305 | op->resist[j] = 100; |
332 | if (op->resist[j] < -100) |
306 | if (op->resist[j] < -100) |
333 | op->resist[j] = -100; |
307 | op->resist[j] = -100; |
334 | } |
308 | } |
335 | } |
309 | } |
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310 | |
336 | op->materialname = lmt->name; |
311 | op->materialname = lmt->name; |
337 | /* dont make it unstackable if it doesn't need to be */ |
312 | /* dont make it unstackable if it doesn't need to be */ |
338 | if (op->is_weapon () || op->is_armor ()) |
313 | if (op->is_weapon () || op->is_armor ()) |
339 | { |
314 | { |
340 | op->weight = (op->weight * lmt->weight) / 100; |
315 | op->weight = (op->weight * lmt->weight) / 100; |
341 | op->value = (op->value * lmt->value) / 100; |
316 | op->value = (op->value * lmt->value) / 100; |
342 | } |
317 | } |
343 | #endif |
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344 | } |
318 | } |
345 | } |
319 | } |
346 | |
320 | |
347 | /* |
321 | /* |
348 | * Strip out the media tags from a String. |
322 | * Strip out the media tags from a String. |