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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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#include <global.h> |
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#include <material.h> |
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/* convert materialname to materialtype_t */ |
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materialtype_t * |
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name_to_material (const shstr_cmp name) |
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{ |
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for (materialtype_t *mt = materialt; mt; mt = mt->next) |
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if (name == mt->name) |
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return mt; |
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return 0; |
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} |
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/* when doing transmutation of objects, we have to recheck the resistances, |
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* as some that did not apply previously, may apply now. |
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*/ |
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void |
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transmute_materialname (object *op, const object *change) |
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{ |
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materialtype_t *mt; |
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int j; |
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if (!op->materialname) |
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return; |
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if (op->materialname != change->materialname) |
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return; |
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if (!op->is_armor ()) |
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return; |
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mt = name_to_material (op->materialname); |
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if (!mt) |
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{ |
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LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname); |
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return; |
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} |
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for (j = 0; j < NROFATTACKS; j++) |
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if (op->resist[j] == 0 && change->resist[j] != 0) |
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{ |
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op->resist[j] += mt->mod[j]; |
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if (op->resist[j] > 100) |
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op->resist[j] = 100; |
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if (op->resist[j] < -100) |
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op->resist[j] = -100; |
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} |
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} |
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/* set the materialname and type for an item */ |
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void |
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set_materialname (object *op, int difficulty, materialtype_t *nmt) |
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{ |
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materialtype_t *mt, *lmt; |
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if (!op->materialname) |
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return; |
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if (nmt) |
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lmt = nmt; |
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else |
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{ |
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lmt = 0; |
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for (mt = materialt; mt; mt = mt->next) |
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if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
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difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
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{ |
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lmt = mt; |
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if (!(op->is_weapon () || op->is_armor ())) |
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break; |
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} |
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} |
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if (lmt) |
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{ |
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if (op->stats.dam && op->is_weapon ()) |
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{ |
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op->stats.dam += lmt->damage; |
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if (op->stats.dam < 1) |
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op->stats.dam = 1; |
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} |
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if (op->stats.sp && op->type == BOW) |
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op->stats.sp += lmt->sp; |
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if (op->stats.wc && op->is_weapon ()) |
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op->stats.wc += lmt->wc; |
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if (op->is_armor ()) |
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{ |
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if (op->stats.ac) |
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op->stats.ac += lmt->ac; |
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for (int j = 0; j < NROFATTACKS; j++) |
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if (op->resist[j] != 0) |
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{ |
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op->resist[j] += lmt->mod[j]; |
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if (op->resist[j] > 100) |
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op->resist[j] = 100; |
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if (op->resist[j] < -100) |
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op->resist[j] = -100; |
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} |
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} |
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op->materialname = lmt->name; |
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/* dont make it unstackable if it doesn't need to be */ |
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if (op->is_weapon () || op->is_armor ()) |
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{ |
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op->weight = (op->weight * lmt->weight) / 100; |
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op->value = (op->value * lmt->value) / 100; |
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} |
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} |
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} |
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