--- deliantra/server/common/arch.C 2007/06/05 13:05:02 1.64
+++ deliantra/server/common/arch.C 2007/10/16 00:30:24 1.70
@@ -1,23 +1,22 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * 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 2 of the License, or (at your option)
- * any later version.
+ * 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.
+ * 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 Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * 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
*/
@@ -39,7 +38,7 @@
* MSW 2003-04-29
*/
-bool loading_arch; // ugly flag to object laoder etc. to suppress/request special processing
+archetype *loading_arch; // ugly flag to object laoder etc. to suppress/request special processing
// the hashtable
typedef std::tr1::unordered_map
@@ -71,7 +70,7 @@
shstr_cmp name_cmp (name);
for_all_archetypes (at)
- if (at->archname == name_cmp)
+ if (at->name == name_cmp)
return at;
return 0;
@@ -88,7 +87,7 @@
shstr_cmp name_cmp (name);
for_all_archetypes (at)
- if (at->archname == name_cmp && at->type == type)
+ if (at->name == name_cmp && at->type == type)
return at;
return 0;
@@ -159,23 +158,23 @@
return create_singularity (name);
}
- /* This is a subset of the parse_id command. Basically, name can be
- * a string seperated lists of things to match, with certain keywords.
- * pl is the player (only needed to set count properly)
- * op is the item we are trying to match. Calling function takes care
- * of what action might need to be done and if it is valid
- * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
- * value means a better match. 0 means no match.
- *
- * Brief outline of the procedure:
- * We take apart the name variable into the individual components.
- * cases for 'all' and unpaid are pretty obvious.
- * Next, we check for a count (either specified in name, or in the
- * player object.)
- * If count is 1, make a quick check on the name.
- * IF count is >1, we need to make plural name. Return if match.
- * Last, make a check on the full name.
- */
+/* This is a subset of the parse_id command. Basically, name can be
+ * a string seperated lists of things to match, with certain keywords.
+ * pl is the player (only needed to set count properly)
+ * op is the item we are trying to match. Calling function takes care
+ * of what action might need to be done and if it is valid
+ * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
+ * value means a better match. 0 means no match.
+ *
+ * Brief outline of the procedure:
+ * We take apart the name variable into the individual components.
+ * cases for 'all' and unpaid are pretty obvious.
+ * Next, we check for a count (either specified in name, or in the
+ * player object.)
+ * If count is 1, make a quick check on the name.
+ * IF count is >1, we need to make plural name. Return if match.
+ * Last, make a check on the full name.
+ */
int
item_matched_string (object *pl, object *op, const char *name)
{
@@ -302,7 +301,7 @@
archetype::unlink ()
{
ht.erase (archname);
- if (!strcmp (&archname, "Gaea")) fprintf (stderr, "oI\n");//D
+
if (archetypes.contains (this))
archetypes.erase (this);
}
@@ -334,6 +333,9 @@
name = "(null)";
}
+ if (loading_arch && !strcmp (&loading_arch->archname, name))
+ return loading_arch;
+
archetype *at = find (name);
if (!at)
@@ -350,8 +352,6 @@
{
assert (f.kw == KW_object);
- loading_arch = true; // hack to tell parse_kv et al. to behave
-
std::vector parts;
coroapi::cede_to_tick_every (10);
@@ -384,10 +384,16 @@
}
#endif
- if (!at->parse_kv (f))
+ loading_arch = at; // hack to tell parse_kv et al. to behave
+ bool parse_ok = at->parse_kv (f);
+ loading_arch = 0;
+
+ if (!parse_ok)
goto fail;
+ loading_arch = at; // hack to tell parse_kv et al. to behave
at->post_load_check ();
+ loading_arch = 0;
parts.push_back (at);
@@ -403,8 +409,6 @@
}
}
- loading_arch = false;
-
{
auto (at, parts.begin ());
@@ -445,6 +449,14 @@
{
archetype *at = *p;
+ // some flags get inherited formt he head (probably a lot more)
+ // doing it here doesn't feel too cozy, but it allows code
+ // to ignore head checks for these flags, which saves time
+ at->flag [FLAG_ALIVE] = new_head->flag [FLAG_ALIVE];
+ at->flag [FLAG_NO_PICK] = new_head->flag [FLAG_NO_PICK];
+ at->flag [FLAG_MONSTER] = new_head->flag [FLAG_MONSTER];
+ at->flag [FLAG_IS_FLOOR] = new_head->flag [FLAG_IS_FLOOR];
+
if (at->x < new_head->min_x) new_head->min_x = at->x;
if (at->y < new_head->min_y) new_head->min_y = at->y;
if (at->x > new_head->max_x) new_head->max_x = at->x;
@@ -470,7 +482,6 @@
for (auto (p, parts.begin ()); p != parts.end (); ++p)
(*p)->destroy (true);
- loading_arch = false;
return 0;
}
@@ -507,6 +518,12 @@
return op;
}
+object *
+archetype::instance ()
+{
+ return arch_to_object (this);
+}
+
/*
* Creates an object. This function is called by get_archetype()
* if it fails to find the appropriate archetype.
@@ -516,13 +533,17 @@
object *
create_singularity (const char *name)
{
- object *op;
+ LOG (llevError | logBacktrace, "FATAL: creating singularity for '%s'.\n", name);
+
+ if (!strcmp (name, "bug"))
+ abort ();
+
char buf[MAX_BUF];
+ sprintf (buf, "bug, please report (%s)", name);
- sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
- op = object::create ();
+ object *op = get_archetype ("bug");
op->name = op->name_pl = buf;
- SET_FLAG (op, FLAG_NO_PICK);
+
return op;
}