/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
variable. */
#include
#include
#include
/////////////////////////////////////////////////////////////////////////////
extern archetype *loading_arch;
/* This table is only necessary to convert objects that existed before the
* spell object conversion to the new object. It was not practical
* to go through every mapping looking for every potion, rod, wand, etc
* that had a sp set and update to the new value. So this maps the
* old spell numbers to the name of the new archs.
* If you are adding a new spell, you should not modify this - you
* new spell won't have been used, and thus won't have any legacy object.
* NULL entries in this table are valid - to denote objects that should
* not be updated for whatever reason.
*/
const char *spell_mapping[] = {
"spell_magic_bullet", /* 0 */
"spell_small_fireball", /* 1 */
"spell_medium_fireball", /* 2 */
"spell_large_fireball", /* 3 */
"spell_burning_hands", /* 4 */
"spell_sm_lightning", /* 5 */
"spell_large_lightning", /* 6 */
"spell_magic_missile", /* 7 */
"spell_create_bomb", /* 8 */
"spell_summon_golem", /* 9 */
"spell_summon_fire_elemental", /* 10 */
"spell_summon_earth_elemental", /* 11 */
"spell_summon_water_elemental", /* 12 */
"spell_summon_air_elemental", /* 13 */
"spell_dimension_door", /* 14 */
"spell_create_earth_wall", /* 15 */
"spell_paralyze", /* 16 */
"spell_icestorm", /* 17 */
"spell_magic_mapping", /* 18 */
"spell_turn_undead", /* 19 */
"spell_fear", /* 20 */
"spell_poison_cloud", /* 21 */
"spell_wonder", /* 22 */
"spell_destruction", /* 23 */
"spell_perceive_self", /* 24 */
"spell_word_of_recall", /* 25 */
"spell_invisible", /* 26 */
"spell_invisible_to_undead", /* 27 */
"spell_probe", /* 28 */
"spell_lg_magic_bullet", /* 29 */
"spell_improved_invisibility", /* 30 */
"spell_holy_word", /* 31 */
"spell_minor_healing", /* 32 */
"spell_medium_healing", /* 33 */
"spell_major_healing", /* 34 */
"spell_heal", /* 35 */
"spell_create_food", /* 36 */
"spell_earth_to_dust", /* 37 */
"spell_armour", /* 38 */
"spell_strength", /* 39 */
"spell_dexterity", /* 40 */
"spell_constitution", /* 41 */
"spell_charisma", /* 42 */
"spell_create_fire_wall", /* 43 */
"spell_create_frost_wall", /* 44 */
"spell_protection_from_cold", /* 45 */
"spell_protection_from_electricity", /* 46 */
"spell_protection_from_fire", /* 47 */
"spell_protection_from_poison", /* 48 */
"spell_protection_from_slow", /* 49 */
"spell_protection_from_paralysis", /* 50 */
"spell_protection_from_draining", /* 51 */
"spell_protection_from_magic", /* 52 */
"spell_protection_from_attack", /* 53 */
"spell_levitate", /* 54 */
"spell_small_speedball", /* 55 */
"spell_large_speedball", /* 56 */
"spell_hellfire", /* 57 */
"spell_dragonbreath", /* 58 */
"spell_large_icestorm", /* 59 */
"spell_charging", /* 60 */
"spell_polymorph", /* 61 */
"spell_cancellation", /* 62 */
"spell_confusion", /* 63 */
"spell_mass_confusion", /* 64 */
"spell_summon_pet_monster", /* 65 */
"spell_slow", /* 66 */
"spell_regenerate_spellpoints", /* 67 */
"spell_cure_poison", /* 68 */
"spell_protection_from_confusion", /* 69 */
"spell_protection_from_cancellation", /* 70 */
"spell_protection_from_depletion", /* 71 */
"spell_alchemy", /* 72 */
"spell_remove_curse", /* 73 */
"spell_remove_damnation", /* 74 */
"spell_identify", /* 75 */
"spell_detect_magic", /* 76 */
"spell_detect_monster", /* 77 */
"spell_detect_evil", /* 78 */
"spell_detect_curse", /* 79 */
"spell_heroism", /* 80 */
"spell_aggravation", /* 81 */
"spell_firebolt", /* 82 */
"spell_frostbolt", /* 83 */
"spell_shockwave", /* 84 */
"spell_color_spray", /* 85 */
"spell_haste", /* 86 */
"spell_face_of_death", /* 87 */
"spell_ball_lightning", /* 88 */
"spell_meteor_swarm", /* 89 */
"spell_comet", /* 90 */
"spell_mystic_fist", /* 91 */
"spell_raise_dead", /* 92 */
"spell_resurrection", /* 93 */
"spell_reincarnation", /* 94 */
"spell_immunity_to_cold", /* 95 */
"spell_immunity_to_electricity", /* 96 */
"spell_immunity_to_fire", /* 97 */
"spell_immunity_to_poison", /* 98 */
"spell_immunity_to_slow", /* 99 */
"spell_immunity_to_paralysis", /* 100 */
"spell_immunity_to_draining", /* 101 */
"spell_immunity_to_magic", /* 102 */
"spell_immunity_to_attack", /* 103 */
"spell_invulnerability", /* 104 */
"spell_defense", /* 105 */
"spell_rune_of_fire", /* 106 */
"spell_rune_of_frost", /* 107 */
"spell_rune_of_shocking", /* 108 */
"spell_rune_of_blasting", /* 109 */
"spell_rune_of_death", /* 110 */
"spell_marking_rune", /* 111 */
"spell_build_director", /* 112 */
"spell_create_pool_of_chaos", /* 113 */
"spell_build_bullet_wall", /* 114 */
"spell_build_lightning_wall", /* 115 */
"spell_build_fireball_wall", /* 116 */
"spell_magic_rune", /* 117 */
"spell_rune_of_magic_drain", /* 118 */
"spell_antimagic_rune", /* 119 */
"spell_rune_of_transference", /* 120 */
"spell_transference", /* 121 */
"spell_magic_drain", /* 122 */
"spell_counterspell", /* 123 */
"spell_disarm", /* 124 */
"spell_cure_confusion", /* 125 */
"spell_restoration", /* 126 */
"was summon evil monster", /* 127 *//* Not implenented as nothing used it */
"spell_counterwall", /* 128 */
"spell_cause_light_wounds", /* 129 */
"spell_cause_medium_wounds", /* 130 */
"spell_cause_heavy_wounds", /* 131 */
"spell_charm_monsters", /* 132 */
"spell_banishment", /* 133 */
"spell_create_missile", /* 134 */
"spell_show_invisible", /* 135 */
"spell_xray", /* 136 */
"spell_pacify", /* 137 */
"spell_summon_fog", /* 138 */
"spell_steambolt", /* 139 */
"spell_command_undead", /* 140 */
"spell_holy_orb", /* 141 */
"spell_summon_avatar", /* 142 */
"spell_holy_possession", /* 143 */
"spell_bless", /* 144 */
"spell_curse", /* 145 */
"spell_regeneration", /* 146 */
"spell_consecrate", /* 147 */
"spell_summon_cult_monsters", /* 148 */
"spell_cause_critical_wounds", /* 149 */
"spell_holy_wrath", /* 150 */
"spell_retributive_strike", /* 151 */
"spell_finger_of_death", /* 152 */
"spell_insect_plague", /* 153 */
"spell_call_holy_servant", /* 154 */
"spell_wall_of_thorns", /* 155 */
"spell_staff_to_snake", /* 156 */
"spell_light", /* 157 */
"spell_darkness", /* 158 */
"spell_nightfall", /* 159 */
"spell_daylight", /* 160 */
"spell_sunspear", /* 161 */
"spell_faery_fire", /* 162 */
"spell_cure_blindness", /* 163 */
"spell_dark_vision", /* 164 */
"spell_bullet_swarm", /* 165 */
"spell_bullet_storm", /* 166 */
"spell_cause_many_wounds", /* 167 */
"spell_small_snowstorm", /* 168 */
"spell_medium_snowstorm", /* 169 */
"spell_large_snowstorm", /* 170 */
"spell_cure_disease", /* 171 */
"spell_cause_red_death", /* 172 */
"spell_cause_flu", /* 173 */
"spell_cause_black_death", /* 174 */
"spell_cause_leprosy", /* 175 */
"spell_cause_smallpox", /* 176 */
"spell_cause_white_death", /* 177 */
"spell_cause_anthrax", /* 178 */
"spell_cause_typhoid", /* 179 */
"spell_mana_blast", /* 180 */
"spell_small_manaball", /* 181 */
"spell_medium_manaball", /* 182 */
"spell_large_manaball", /* 183 */
"spell_manabolt", /* 184 */
"spell_dancing_sword", /* 185 */
"spell_animate_weapon", /* 186 */
"spell_cause_cold", /* 187 */
"spell_divine_shock", /* 188 */
"spell_windstorm", /* 189 */
"spell_sanctuary", /* 190 */
"spell_peace", /* 191 */
"spell_spiderweb", /* 192 */
"spell_conflict", /* 193 */
"spell_rage", /* 194 */
"spell_forked_lightning", /* 195 */
"spell_poison_fog", /* 196 */
"spell_flaming_aura", /* 197 */
"spell_vitriol", /* 198 */
"spell_vitriol_splash", /* 199 */
"spell_iron_skin", /* 200 */
"spell_wrathful_eye", /* 201 */
"spell_town_portal", /* 202 */
"spell_missile_swarm", /* 203 */
"spell_cause_rabies", /* 204 */
"spell_glyph", /* 205 */
NULL
};
/* This function checks the object after it has been loaded (when we
* get the 'end' in the input stream). This function can be used to
* deal with legacy objects where fields may have changed. It can also be used
* to check for objects to make sure there are no common errors.
*/
void
object::post_load_check ()
{
if (type >= NUM_TYPES)
{
LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
type = 0;
}
switch (type)
{
case BOW:
case WAND:
case ROD:
case HORN:
if (slot [body_range].info != -1)
{
LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = -1;
}
break;
case WEAPON:
if (slot [body_combat].info != -1)
{
LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
slot [body_combat].info = -1;
}
break;
case SHIELD:
if (slot [body_shield].info != -1)
{
LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
slot [body_shield].info = -1;
}
break;
case PLAYER:
if (slot [body_shield].info != 1)
{
LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
slot [body_shield].info = 1;
}
if (slot [body_combat].info != 1)
{
LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
slot [body_combat].info = 1;
}
if (slot [body_range].info != 1)
{
LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = 1;
}
break;
}
/* We do some specialised handling to handle legacy cases of name_pl.
* If the object doesn't have a name_pl, we just use the object name -
* this isn't perfect (things won't be properly pluralised), but works to
* that degree (5 heart is still quite understandable). But the case we
* also have to catch is if this object is not using the normal name for
* the object. In that case, we also want to use the loaded name.
* Otherwise, what happens is that the the plural name will lose
* information (appear as just 'hearts' and not 'goblins heart')
*/
if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
name_pl = 0;
if (!name_pl)
name_pl = name;
/* objects now have a materialname. try to patch it in */
if (!(is_weapon () && level > 0))
set_materialname (this, map ? map->difficulty : 5, 0);
/* only do these when program is first run - a bit
* excessive to do this at every run - most of this is
* really just to catch any errors - program will still run, but
* not in the ideal fashion.
*/
if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
{
if (!skill)
LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
(!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2))
LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
}
/* We changed last_heal to gen_sp_armour, which is what it
* really does for many objects. Need to catch any in maps
* that may have an old value.
*/
if (type == WEAPON
|| type == ARMOUR || type == HELMET
|| type == SHIELD || type == RING
|| type == BOOTS || type == GLOVES
|| type == AMULET || type == GIRDLE
|| type == BRACERS || type == CLOAK)
{
if (last_heal)
{
LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
gen_sp_armour = last_heal;
last_heal = 0;
}
int ip = calc_item_power (this, 0);
/* Legacy objects from before item power was in the game */
if (!item_power && ip)
{
if (ip > 3)
LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
item_power = ip;
}
/* Check for possibly bogus values. Has to meet both these criteria -
* something that has item_power 1 is probably just fine if our calculated
* value is 1 or 2 - these values are small enough that hard to be precise.
* similarly, it item_power is 0, the first check will always pass,
* but not the second one.
*/
#if 0 //TODO
if (ip > 2 * item_power && ip > (item_power + 3))
LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
#endif
}
/* Old spellcasting object - need to load in the appropiate object */
if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
/* POTIONS and ALTARS don't always cast spells, but if they do, update them */
((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
{
/* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
* in that spell was stored in sp.
*/
object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
insert_ob_in_ob (tmp, this);
randomitems = NULL; /* So another spell isn't created for this object */
}
/* spellbooks & runes use slaying. But not to arch name, but to spell name */
if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
{
object *tmp = get_archetype_by_object_name (slaying);
insert_ob_in_ob (tmp, this);
randomitems = NULL; /* So another spell isn't created for this object */
/* without this, value is all screwed up */
value = arch->value * inv->value;
}
if (QUERY_FLAG (this, FLAG_MONSTER))
{
if (stats.hp > stats.maxhp)
{
LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
stats.maxhp = stats.hp;
}
/* The archs just need to be updated for this */
if (move_type == 0)
move_type = MOVE_WALK;
}
if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
{
/* Object will duplicate it's content as part of the
* generation process. To do this, we must flag inventory
* so it remains unevaluated concerning the randomitems and
* the living (a demonlord shouldn't cast from inside generator!)
*/
flag_inv (this, FLAG_IS_A_TEMPLATE);
}
/* Handle player movers. We use move_type for player movers
* because they operate on their own time (move_on
* would potentially cause them to be triggered when someone steps
* on them). If move_type is set, presume person knows what they
* are doing, otherwise, set move_type based on maxhp value.
*/
if (type == PLAYERMOVER)
{
if (!move_type)
{
if (stats.maxhp)
{
move_type = MOVE_ALL;
stats.maxhp = 0;
}
else
move_type = MOVE_WALK;
}
}
}
static void
set_move (MoveType &mt, const char *str)
{
static const struct flagstr {
const char *name;
MoveType flags;
} move_flags[] = {
{ "walk" , MOVE_WALK },
{ "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH },
{ "fly_low" , MOVE_FLY_LOW },
{ "fly_high", MOVE_FLY_HIGH },
{ "swim" , MOVE_SWIM },
{ "boat" , MOVE_BOAT },
{ "ship" , MOVE_SHIP },
{ "all" , MOVE_ALL },
};
if (!str)
{
mt = 0;
return;
}
if (isdigit (*str))
{
mt = atoi (str);
return;
}
mt = 0;
for (str = strtok ((char *) str, " "); str; str = strtok (0, " "))
{
bool negate = 0;
if (*str == '-')
{
negate = 1;
str++;
}
for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f)
{
if (!strcmp (f->name, str))
{
if (negate)
mt &= ~f->flags;
else
mt |= f->flags;
goto next;
}
}
LOG (llevDebug, "common/loader.C: set_move - unknown move string '%s'\n", str);
next: ;
}
}
#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
bool
object::parse_kv (object_thawer &f)
{
object *op_inv = inv;
for (;;)
{
switch (f.kw)
{
case KW_uuid:
if (const char *s = f.get_str ())
{
unsigned int version;
unsigned long long seq;
if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1)
{
uuid.seq = seq;
break;
}
}
uuid = gen_uuid ();
break;
case KW_oid:
f.get (this, f.get_sint32 ());
break;
case KW_name: f.get (name); break;
case KW_name_pl: f.get (name_pl); break;
case KW_title: f.get (title); break;
case KW_custom_name: f.get (custom_name); break;
case KW_attach: f.get_ornull (attach); break;
case KW_skill: f.get_ornull (skill); break;
case KW_race: f.get_ornull (race); break;
case KW_slaying: f.get_ornull (slaying); break;
case KW_tag: f.get_ornull (tag); break;
case KW_arch:
{
object *tmp = object::read (f);
tmp->deactivate ();
{
// was: insert_ob_in_ob (tmp, op);
// but manually adding it can improve map loading times a lot
// also, appending instead of prepending keeps the
// save ordering the same between repeated load/saves.
// and finally we do not want any funny effects
CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
CLEAR_FLAG (tmp, FLAG_REMOVED);
if (!op_inv)
{
inv = tmp;
tmp->above = 0;
}
else
{
while (op_inv->below)
op_inv = op_inv->below;
op_inv->below = tmp;
tmp->above = op_inv;
}
tmp->below = 0;
tmp->env = this;
op_inv = tmp;
}
}
continue;
case KW_other_arch:
other_arch =
loading_arch
? archetype::get (f.get_str ())
: archetype::find (f.get_str ());
if (!other_arch)
LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ());
break;
case KW_owner:
f.delayed_deref (this, owner, f.get_str ());
break;
case KW_animation:
{
CLEAR_FLAG (this, FLAG_ANIMATE);
animation_id = 0;
const char *str = f.get_str ();
if (str && (animation_id = find_animation (str)))
SET_FLAG (this, FLAG_ANIMATE);
}
break;
case KW_last_heal: f.get (last_heal); break;
case KW_last_sp: f.get (last_sp); break;
case KW_last_grace: f.get (last_grace); break;
case KW_last_eat: f.get (last_eat); break;
case KW_speed_left: f.get (speed_left); break;
case KW_speed:
f.get (speed);
//TODO: maybe do in check_object
// removed check for style maps
if (speed < 0)
speed_left = speed_left - rndm ();
break;
case KW_slow_move:
move_slow |= MOVE_WALK;
f.get (move_slow_penalty);
break;
case KW_face:
face = face_find (f.get_str ());
break;
case KW_sound:
sound = sound_find (f.get_str ());
if (!sound)
f.parse_warn ("sound not found");
break;
case KW_sound_destroy:
sound_destroy = sound_find (f.get_str ());
if (!sound_destroy)
f.parse_warn ("sound not found");
break;
case KW_x: f.get (x); break;
case KW_y: f.get (y); break;
case KW_Str: // uppercase alias
case KW_str: f.get (stats.Str); break;
case KW_Dex: // uppercase alias
case KW_dex: f.get (stats.Dex); break;
case KW_Con: // uppercase alias
case KW_con: f.get (stats.Con); break;
case KW_Wis: // uppercase alias
case KW_wis: f.get (stats.Wis); break;
case KW_Cha: // uppercase alias
case KW_cha: f.get (stats.Cha); break;
case KW_Int: // uppercase alias
case KW_int: f.get (stats.Int); break;
case KW_Pow: // uppercase alias
case KW_pow: f.get (stats.Pow); break;
case KW_hp: f.get (stats.hp); break;
case KW_maxhp: f.get (stats.maxhp); break;
case KW_sp: f.get (stats.sp); break;
case KW_maxsp: f.get (stats.maxsp); break;
case KW_grace: f.get (stats.grace); break;
case KW_maxgrace: f.get (stats.maxgrace); break;
case KW_exp: f.get (stats.exp); break;
case KW_perm_exp: f.get (perm_exp); break;
case KW_food: f.get (stats.food); break;
case KW_dam: f.get (stats.dam); break;
case KW_wc: f.get (stats.wc); break;
case KW_ac: f.get (stats.ac); break;
case KW_nrof: f.get (nrof); break;
case KW_level: f.get (level); break;
case KW_direction: f.get (direction); break;
case KW_type: f.get (type); break;
case KW_subtype: f.get (subtype); break;
case KW_value: f.get (value); break;
case KW_weight: f.get (weight); break;
case KW_carrying: f.get (carrying); break;
case KW_attacktype: f.get (attacktype); break;
case KW_path_attuned: f.get (path_attuned); break;
case KW_path_repelled: f.get (path_repelled); break;
case KW_path_denied: f.get (path_denied); break;
case KW_invisible: f.get (invisible); break;
case KW_magic: f.get (magic); break;
case KW_state: f.get (state); break;
case KW_move_slow_penalty: f.get (move_slow_penalty); break;
case KW_material: f.get (materials); break; //TODO: nuke
case KW_materialname: f.get (materialname); break;
/* These are the new values */
case KW_move_block: set_move (move_block, f.get_str ()); break;
case KW_move_allow: set_move (move_allow, f.get_str ()); break;
case KW_move_type: set_move (move_type, f.get_str ()); break;
case KW_move_on: set_move (move_on, f.get_str ()); break;
case KW_move_off: set_move (move_off, f.get_str ()); break;
case KW_move_slow: set_move (move_slow, f.get_str ()); break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_no_pass:
{
if (f.get_sint32 ())
move_block = MOVE_ALL;
else
move_block = 0;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_walk_on:
{
if (f.get_sint32 ())
move_on |= MOVE_WALK;
else
move_on &= ~MOVE_WALK;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_walk_off:
{
if (f.get_sint32 ())
move_off |= MOVE_WALK;
else
move_off &= ~MOVE_WALK;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_fly_on:
{
if (f.get_sint32 ())
move_on |= MOVE_FLY_LOW;
else
move_on &= ~MOVE_FLY_LOW;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_fly_off:
{
if (f.get_sint32 ())
move_off |= MOVE_FLY_LOW;
else
move_off &= ~MOVE_FLY_LOW;
}
break;
//TODO: remove these after converting archetypes
case KW_can_use_wand:
GET_FLAG (this, FLAG_USE_RANGE);
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_flying:
{
if (f.get_sint32 ())
move_type |= MOVE_FLY_LOW;
else
move_type &= ~MOVE_FLY_LOW;
}
break;
case KW_identified:
GET_FLAG (this, FLAG_IDENTIFIED);
//TODO: move to check_object or so
if (QUERY_FLAG (this, FLAG_IDENTIFIED))
CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
break;
case KW_friendly:
if (f.get_bool ())
if (type != PLAYER)
add_friendly_object (this);
break;
case KW_monster: GET_FLAG (this, FLAG_MONSTER); break;
case KW_neutral: GET_FLAG (this, FLAG_NEUTRAL); break;
case KW_no_attack: GET_FLAG (this, FLAG_NO_ATTACK); break;
case KW_no_damage: GET_FLAG (this, FLAG_NO_DAMAGE); break;
case KW_obj_original: GET_FLAG (this, FLAG_OBJ_ORIGINAL); break;
case KW_generator: GET_FLAG (this, FLAG_GENERATOR); break;
case KW_use_content_on_gen: GET_FLAG (this, FLAG_CONTENT_ON_GEN); break;
case KW_is_thrown: GET_FLAG (this, FLAG_IS_THROWN); break;
case KW_auto_apply: GET_FLAG (this, FLAG_AUTO_APPLY); break;
case KW_see_invisible: GET_FLAG (this, FLAG_SEE_INVISIBLE); break;
case KW_can_roll: GET_FLAG (this, FLAG_CAN_ROLL); break;
case KW_overlay_floor: GET_FLAG (this, FLAG_OVERLAY_FLOOR); break;
case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break;
case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break;
case KW_alive: GET_FLAG (this, FLAG_ALIVE); break;
case KW_applied: GET_FLAG (this, FLAG_APPLIED); break;
case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break;
case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break;
case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break;
case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break;
case KW_changing: GET_FLAG (this, FLAG_CHANGING); break;
case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break;
case KW_hitback: GET_FLAG (this, FLAG_HITBACK); break;
case KW_startequip: GET_FLAG (this, FLAG_STARTEQUIP); break;
case KW_blocksview: GET_FLAG (this, FLAG_BLOCKSVIEW); break;
case KW_undead: GET_FLAG (this, FLAG_UNDEAD); break;
case KW_scared: GET_FLAG (this, FLAG_SCARED); break;
case KW_unaggressive: GET_FLAG (this, FLAG_UNAGGRESSIVE); break;
case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break;
case KW_can_use_range: GET_FLAG (this, FLAG_USE_RANGE); break;
case KW_can_use_bow: GET_FLAG (this, FLAG_USE_BOW); break;
case KW_can_use_armour: GET_FLAG (this, FLAG_USE_ARMOUR); break;
case KW_can_use_weapon: GET_FLAG (this, FLAG_USE_WEAPON); break;
case KW_can_use_ring: GET_FLAG (this, FLAG_USE_RING); break;
case KW_has_ready_bow: GET_FLAG (this, FLAG_READY_BOW); break;
case KW_has_ready_range: GET_FLAG (this, FLAG_READY_RANGE); break;
case KW_xrays: GET_FLAG (this, FLAG_XRAYS); break;
case KW_is_floor: GET_FLAG (this, FLAG_IS_FLOOR); break;
case KW_lifesave: GET_FLAG (this, FLAG_LIFESAVE); break;
case KW_no_strength: GET_FLAG (this, FLAG_NO_STRENGTH); break;
case KW_sleep: GET_FLAG (this, FLAG_SLEEP); break;
case KW_stand_still: GET_FLAG (this, FLAG_STAND_STILL); break;
case KW_random_move: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
case KW_only_attack: GET_FLAG (this, FLAG_ONLY_ATTACK); break;
case KW_activate_on_push: GET_FLAG (this, FLAG_ACTIVATE_ON_PUSH); break;
case KW_activate_on_release: GET_FLAG (this, FLAG_ACTIVATE_ON_RELEASE); break;
case KW_confused: GET_FLAG (this, FLAG_CONFUSED); break;
case KW_stealth: GET_FLAG (this, FLAG_STEALTH); break;
case KW_cursed: GET_FLAG (this, FLAG_CURSED); break;
case KW_damned: GET_FLAG (this, FLAG_DAMNED); break;
case KW_see_anywhere: GET_FLAG (this, FLAG_SEE_ANYWHERE); break;
case KW_known_magical: GET_FLAG (this, FLAG_KNOWN_MAGICAL); break;
case KW_known_cursed: GET_FLAG (this, FLAG_KNOWN_CURSED); break;
case KW_can_use_skill: GET_FLAG (this, FLAG_CAN_USE_SKILL); break;
case KW_been_applied: GET_FLAG (this, FLAG_BEEN_APPLIED); break;
case KW_has_ready_scroll: GET_FLAG (this, FLAG_READY_SCROLL); break;
case KW_can_use_rod: GET_FLAG (this, FLAG_USE_ROD); break;
case KW_can_use_horn: GET_FLAG (this, FLAG_USE_HORN); break;
case KW_unique: GET_FLAG (this, FLAG_UNIQUE); break;
case KW_make_invisible: GET_FLAG (this, FLAG_MAKE_INVIS); break;
case KW_inv_locked: GET_FLAG (this, FLAG_INV_LOCKED); break;
case KW_is_wooded: GET_FLAG (this, FLAG_IS_WOODED); break;
case KW_is_hilly: GET_FLAG (this, FLAG_IS_HILLY); break;
case KW_is_water: GET_FLAG (this, FLAG_IS_WATER); break;
case KW_has_ready_skill: GET_FLAG (this, FLAG_READY_SKILL); break;
case KW_has_ready_weapon: GET_FLAG (this, FLAG_READY_WEAPON); break;
case KW_no_skill_ident: GET_FLAG (this, FLAG_NO_SKILL_IDENT); break;
case KW_is_blind: GET_FLAG (this, FLAG_BLIND); break;
case KW_can_see_in_dark: GET_FLAG (this, FLAG_SEE_IN_DARK); break;
case KW_is_cauldron: GET_FLAG (this, FLAG_IS_CAULDRON); break;
case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
case KW_resist_electricity: f.get (resist[ATNR_ELECTRICITY]); break;
case KW_resist_cold: f.get (resist[ATNR_COLD]); break;
case KW_resist_confusion: f.get (resist[ATNR_CONFUSION]); break;
case KW_resist_acid: f.get (resist[ATNR_ACID]); break;
case KW_resist_drain: f.get (resist[ATNR_DRAIN]); break;
case KW_resist_weaponmagic: f.get (resist[ATNR_WEAPONMAGIC]); break;
case KW_resist_ghosthit: f.get (resist[ATNR_GHOSTHIT]); break;
case KW_resist_poison: f.get (resist[ATNR_POISON]); break;
case KW_resist_slow: f.get (resist[ATNR_SLOW]); break;
case KW_resist_paralyze: f.get (resist[ATNR_PARALYZE]); break;
case KW_resist_turn_undead: f.get (resist[ATNR_TURN_UNDEAD]); break;
case KW_resist_fear: f.get (resist[ATNR_FEAR]); break;
case KW_resist_cancellation: f.get (resist[ATNR_CANCELLATION]); break;
case KW_resist_deplete: f.get (resist[ATNR_DEPLETE]); break;
case KW_resist_death: f.get (resist[ATNR_DEATH]); break;
case KW_resist_chaos: f.get (resist[ATNR_CHAOS]); break;
case KW_resist_counterspell: f.get (resist[ATNR_COUNTERSPELL]); break;
case KW_resist_godpower: f.get (resist[ATNR_GODPOWER]); break;
case KW_resist_holyword: f.get (resist[ATNR_HOLYWORD]); break;
case KW_resist_blind: f.get (resist[ATNR_BLIND]); break;
case KW_resist_internal: f.get (resist[ATNR_INTERNAL]); break;
case KW_resist_life_stealing: f.get (resist[ATNR_LIFE_STEALING]); break;
case KW_resist_disease: f.get (resist[ATNR_DISEASE]); break;
case KW_luck: f.get (stats.luck); break;
case KW_run_away: f.get (run_away); break;
case KW_pick_up: f.get (pick_up); break;
case KW_item_power: f.get (item_power); break;
case KW_gen_sp_armour: f.get (gen_sp_armour); break;
case KW_anim_speed: f.get (anim_speed); break;
case KW_container: f.get (weight_limit); break;
case KW_will_apply: f.get (will_apply); break;
case KW_attack_movement: f.get (attack_movement); break;
case KW_move_state: f.get (move_status); break;
case KW_expmul: f.get (expmul); break;
case KW_glow_radius: f.get (glow_radius); break;
case KW_weapontype: f.get (weapontype); break;
case KW_tooltype: f.get (tooltype); break;
case KW_casting_time: f.get (casting_time); break;
case KW_elevation: f.get (elevation); break;
case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break;
case KW_client_type: f.get (client_type); break;
case KW_duration: f.get (duration); break;
case KW_range: f.get (range); break;
case KW_range_modifier: f.get (range_modifier); break;
case KW_dam_modifier: f.get (dam_modifier); break;
case KW_duration_modifier: f.get (duration_modifier); break;
//TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
//TODO: parse from other include files
case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
case KW_can_apply:
break;
case KW_connected:
add_button_link (this, map, f.get_sint32 ());
break;
case KW_randomitems:
if (f.get_str ())
{
randomitems =
loading_arch
? treasurelist::get (f.get_str ())
: treasurelist::find (f.get_str ());
if (!randomitems)
LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
}
else
randomitems = 0;
break;
case KW_msg:
f.get_ml (KW_endmsg, msg);
break;
case KW_lore:
f.get_ml (KW_endlore, lore);
break;
case KW_editable:
case KW_editor_folder:
break;
case KW_end:
if (!loading_arch)
instantiate ();
f.next ();
return true;
case KW_ERROR:
set_ob_key_value (this, f.kw_str, f.value, true);
//fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
break;
default:
if (!f.parse_error ("object", name))
return false;
break;
}
f.next ();
}
}
object *
object::read (object_thawer &f, maptile *map)
{
assert (f.kw == KW_arch);
archetype *arch = archetype::find (f.get_str ());
if (!arch)
{
LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
arch = archetype::find ("earthwall");
}
assert (arch); //D maybe use exception handling of sorts?
f.next ();
object *op = object::create ();
op->map = map;
arch->copy_to (op);
// copy_to activates, this should be fixed properly
op->deactivate ();
if (!op->parse_kv (f))
{
op->destroy (true);
return 0;
}
op->post_load_check ();
return op;
}
/* This takes a buffer, scans it for variables, and sets those variables
* as appropriate in op.
*
* This function appears to be used in only 2 places - in crossedit to
* override values and in c_wiz to mutate values.
*/
int
set_variable (object *op, char *buf)
{
object_thawer f (buf, (AV *)0);
return op->parse_kv (f);
}
/* This returns a string of the integer movement type */
#if 0
// unused function
static char *
get_string_move_type (MoveType mt)
{
static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
int i, all_count = 0, count;
strcpy (retbuf, "");
strcpy (retbuf_all, " all");
/* Quick check, and probably fairly common */
if (mt == MOVE_ALL)
return retbuf_all + 1;
if (mt == 0)
{
strcpy (retbuf, "0");
return retbuf;
}
/* We basically slide the bits down. Why look at MOVE_ALL?
* because we may want to return a string like 'all -swim',
* and if we just looked at mt, we couldn't get that.
*/
for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
{
if (mt & (1 << count))
{
strcat (retbuf, " ");
strcat (retbuf, move_name[count]);
}
else
{
strcat (retbuf_all, " -");
strcat (retbuf_all, move_name[count]);
all_count++;
}
}
/* Basically, if there is a single negation, return it, eg
* 'all -swim'. But more than that, just return the
* enumerated values. It doesn't make sense to return
* 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
*/
if (all_count <= 1)
return retbuf_all + 1;
else
return retbuf + 1;
}
#endif
// compare *op against *tmp and output differences
static void
write_diff (object_freezer &f, object *op, object *tmp)
{
static const keyword resist_save[NROFATTACKS] = {
# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
# include "attackinc.h"
# undef def
};
/* This is a list of keywords that correspond to the FLAG_.. values.
* This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
* the 15'th element of this array should match that name.
* If an entry is NULL, that is a flag not to loaded/saved.
*/
static const keyword flag_names [NUM_FLAGS] = {
KW_alive,
KW_NULL,
KW_NULL,
KW_NULL,
KW_NULL,
KW_applied,
KW_unpaid,
KW_can_use_shield,
KW_no_pick,
KW_NULL, // walk_on
KW_NULL, // no_pass
/* 10 */
KW_is_animated,
KW_NULL, // slow_move
KW_NULL, // flying
KW_monster,
KW_friendly,
KW_generator,
KW_is_thrown,
KW_auto_apply,
KW_treasure_env,
KW_player_sold,
/* 20 */
KW_see_invisible,
KW_can_roll,
KW_overlay_floor,
KW_is_turnable,
KW_NULL, // walk_off
KW_NULL, // fly_on
KW_NULL, // fly_off
KW_is_used_up,
KW_identified,
KW_reflecting,
/* 30 */
KW_changing,
KW_splitting,
KW_hitback,
KW_startequip,
KW_blocksview,
KW_undead,
KW_scared,
KW_unaggressive,
KW_reflect_missile,
KW_reflect_spell,
/* 40 */
KW_no_magic,
KW_no_fix_player,
KW_is_lightable,
KW_tear_down,
KW_run_away,
KW_NULL, // pass_thru
KW_NULL, // an_pass_thru
KW_pick_up,
KW_unique,
KW_no_drop,
/* 50 */
KW_NULL, // wizcast
KW_can_cast_spell,
KW_can_use_scroll,
KW_can_use_range,
KW_can_use_bow,
KW_can_use_armour,
KW_can_use_weapon,
KW_can_use_ring,
KW_has_ready_range,
KW_has_ready_bow,
/* 60 */
KW_xrays,
KW_NULL,
KW_is_floor,
KW_lifesave,
KW_no_strength,
KW_sleep,
KW_stand_still,
KW_random_move,
KW_only_attack,
KW_confused,
/* 70 */
KW_stealth,
KW_NULL,
KW_NULL,
KW_cursed,
KW_damned,
KW_see_anywhere,
KW_known_magical,
KW_known_cursed,
KW_can_use_skill,
KW_been_applied,
/* 80 */
KW_has_ready_scroll,
KW_can_use_rod,
KW_precious,
KW_can_use_horn,
KW_make_invisible,
KW_inv_locked,
KW_is_wooded,
KW_is_hilly,
KW_has_ready_skill,
KW_has_ready_weapon,
/* 90 */
KW_no_skill_ident,
KW_is_blind,
KW_can_see_in_dark,
KW_is_cauldron,
KW_NULL,
KW_no_steal,
KW_one_hit,
KW_NULL,
KW_berserk,
KW_neutral,
/* 100 */
KW_no_attack,
KW_no_damage,
KW_obj_original,
KW_NULL,
KW_activate_on_push,
KW_activate_on_release,
KW_is_water,
KW_use_content_on_gen,
KW_NULL,
KW_is_buildable,
/* 110 */
KW_destroy_on_death,
KW_NULL,
};
int i;
/* This saves the key/value lists. We do it first so that any
* keys that match field names will be overwritten by the loader.
*/
for (key_value *my_field = op->key_values; my_field; my_field = my_field->next)
{
/* Find the field in the opposing member. */
key_value *arch_field = get_ob_key_link (tmp, my_field->key);
/* If there's no partnering field, or it's got a different value, save our field. */
if (!arch_field || my_field->value != arch_field->value)
f.put (my_field->key, my_field->value);
}
/* We don't need to worry about the arch's extra fields - they
* will get taken care of the copy_to method.
*/
{
char uids[64];
snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
f.put (KW_uuid, (const char *)uids);
}
#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
if (object *owner = op->owner)
f.put (KW_owner, static_cast(owner->ref ()));
CMP_OUT (name);
CMP_OUT (name_pl);
CMP_OUT (custom_name);
CMP_OUT (title);
CMP_OUT (race);
CMP_OUT (slaying);
CMP_OUT (tag);
CMP_OUT (other_arch);
if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
if (op->animation_id != tmp->animation_id)
if (op->animation_id)
{
f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
if (!QUERY_FLAG (op, FLAG_ANIMATE))
f.put (KW_is_animated, (sint32)0);
}
else
f.put (KW_animation, (const char *)0);
CMP_OUT2 (str, stats.Str);
CMP_OUT2 (dex, stats.Dex);
CMP_OUT2 (con, stats.Con);
CMP_OUT2 (wis, stats.Wis);
CMP_OUT2 (pow, stats.Pow);
CMP_OUT2 (cha, stats.Cha);
CMP_OUT2 (int, stats.Int);
CMP_OUT2 (hp, stats.hp);
CMP_OUT2 (maxhp, stats.maxhp);
CMP_OUT2 (sp, stats.sp);
CMP_OUT2 (maxsp, stats.maxsp);
CMP_OUT2 (grace, stats.grace);
CMP_OUT2 (maxgrace, stats.maxgrace);
CMP_OUT2 (exp, stats.exp);
CMP_OUT (perm_exp);
CMP_OUT (expmul);
CMP_OUT2 (food, stats.food);
CMP_OUT2 (dam, stats.dam);
CMP_OUT2 (luck, stats.luck);
CMP_OUT2 (wc, stats.wc);
CMP_OUT2 (ac, stats.ac);
CMP_OUT (x);
CMP_OUT (y);
CMP_OUT (speed);
CMP_OUT (speed_left);
CMP_OUT2 (move_state, move_status);
CMP_OUT (attack_movement);
CMP_OUT (nrof);
CMP_OUT (level);
CMP_OUT (direction);
CMP_OUT (type);
CMP_OUT (subtype);
CMP_OUT (attacktype);
for (i = 0; i < NROFATTACKS; i++)
if (expect_false (op->resist[i] != tmp->resist[i]))
f.put (resist_save[i], op->resist[i]);
CMP_OUT (path_attuned);
CMP_OUT (path_repelled);
CMP_OUT (path_denied);
CMP_OUT2 (material, materials);//TODO: nuke
CMP_OUT (materialname);
CMP_OUT (value);
CMP_OUT (carrying);
CMP_OUT (weight);
CMP_OUT (invisible);
CMP_OUT (state);
CMP_OUT (magic);
CMP_OUT (last_heal);
CMP_OUT (last_sp);
CMP_OUT (last_grace);
CMP_OUT (last_eat);
CMP_OUT (glow_radius);
if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op)))
f.put (KW_connected, i);
CMP_OUT (randomitems);
CMP_OUT2 (container, weight_limit);
CMP_OUT (run_away);
CMP_OUT (pick_up);
CMP_OUT (will_apply);
CMP_OUT (smoothlevel);
CMP_OUT (weapontype);
CMP_OUT (tooltype);
CMP_OUT (elevation);
CMP_OUT (client_type);
CMP_OUT (item_power);
CMP_OUT (duration);
CMP_OUT (range);
CMP_OUT (range_modifier);
CMP_OUT (duration_modifier);
CMP_OUT (dam_modifier);
CMP_OUT (gen_sp_armour);
CMP_OUT (move_type);
CMP_OUT (move_block);
CMP_OUT (move_allow);
CMP_OUT (move_on);
CMP_OUT (move_off);
CMP_OUT (move_slow);
CMP_OUT (move_slow_penalty);
if (op->flag != tmp->flag)
for (i = 0; i <= NUM_FLAGS; i++)
if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
f.put (flag_names [i], op->flag [i] ? "1" : "0");
// save body locations
for (i = 0; i < NUM_BODY_LOCATIONS; i++)
if (expect_false (op->slot[i].info != tmp->slot[i].info))
f.put (body_locations[i].save_name, op->slot[i].info);
}
/*
* Dumps all variables in an object to a file.
* If bit 0 of flag is set, unpaid objects will be saved. As of now,
* the only place this is not set is when saving the player.
*/
bool
object::write (object_freezer &f)
{
archetype *at = arch ? (archetype *)arch : empty_archetype;
f.put (KW_arch, at->archname);
write_diff (f, this, at);
for (object *tmp = inv; tmp; tmp = tmp->below)
tmp->write (f);
f.put (this);
f.put (KW_end);
return true;
}
/////////////////////////////////////////////////////////////////////////////
// generic resource file load,
// currently supports: region, treasures, archetypes
bool load_resource_file (const char *filename)
{
object_thawer f (filename);
bool success = false;
bool seen_arch = false;
for (;;)
{
switch (f.kw)
{
case KW_region:
if (!region::read (f))
goto finish;
break;
case KW_treasure:
case KW_treasureone:
if (!treasurelist::read (f))
goto finish;
break;
case KW_object:
seen_arch = true;
if (!archetype::read (f))
goto finish;
break;
case KW_EOF:
success = true;
goto finish;
default:
if (!f.parse_error ("resource file"))
goto finish;
f.next ();
break;
}
}
finish:
if (seen_arch)
init_archetype_pointers ();
return success;
}