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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.59 by root, Thu Jun 7 19:12:22 2007 UTC vs.
Revision 1.62 by root, Tue Jul 10 07:31:20 2007 UTC

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
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 */
259void 258void
260set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_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
265 int j;
266#endif
267
268 if (op->materialname != NULL) 263 if (op->materialname != NULL)
269 return; 264 return;
270 265
271
272
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;
275 if (!(op->is_weapon () || op->is_armor ()))
282 break; 276 break;
283 } 277 }
284 }
285
286#else
287 for (mt = materialt; mt && mt->next; mt = mt->next)
288 {
289 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
290 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
291 {
292 lmt = mt;
293 if (!(op->is_weapon () || op->is_armor ()))
294 break;
295 }
296 }
297#endif
298 } 278 }
299 else 279 else
300 {
301 lmt = nmt; 280 lmt = nmt;
302 }
303 281
304 if (lmt != NULL) 282 if (lmt != NULL)
305 { 283 {
306#ifndef NEW_MATERIAL_CODE
307 op->materialname = lmt->name;
308 return;
309#else
310
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;
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 }
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
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.

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