--- deliantra/server/common/loader.C 2006/09/14 21:16:11 1.16
+++ deliantra/server/common/loader.C 2007/11/08 19:43:23 1.105
@@ -1,39 +1,37 @@
-
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program 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.
-
- 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, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra 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
#include
-/* Maps the MOVE_* values to names */
-static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL };
+/////////////////////////////////////////////////////////////////////////////
+
+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
@@ -173,7 +171,7 @@
"spell_disarm", /* 124 */
"spell_cure_confusion", /* 125 */
"spell_restoration", /* 126 */
- "was summon evil monster", /* 127 *//* Not implenented as nothing used it */
+ "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */
"spell_counterwall", /* 128 */
"spell_cause_light_wounds", /* 129 */
"spell_cause_medium_wounds", /* 130 */
@@ -255,145 +253,188 @@
NULL
};
-extern int arch_init;
-
/* 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.
*/
-static void
-check_loaded_object (object *op)
+void
+object::post_load_check ()
{
- int ip;
+ 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;
- /* We do some specialized handling to handle legacy cases of name_pl.
+ 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 pluralized), but works to
+ * 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 (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl)
- op->name_pl = NULL;
+ if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
+ name_pl = 0;
- if (!op->name_pl)
- op->name_pl = op->name;
+ if (!name_pl)
+ name_pl = name;
/* objects now have a materialname. try to patch it in */
- if (!(IS_WEAPON (op) && op->level > 0))
- {
- if (op->map != NULL)
- set_materialname (op, op->map->difficulty, NULL);
- else
- set_materialname (op, 5, NULL);
- }
+ 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 ((op->type == WEAPON || op->type == BOW) && arch_init)
+ if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
{
- if (!op->skill)
- {
- LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ());
- }
- else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) ||
- (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2))
- {
- LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill);
- }
+ 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 ((op->type == WEAPON) ||
- (op->type == ARMOUR) || (op->type == HELMET) ||
- (op->type == SHIELD) || (op->type == RING) ||
- (op->type == BOOTS) || (op->type == GLOVES) ||
- (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK))
+ if (type == WEAPON
+ || type == ARMOUR || type == HELMET
+ || type == SHIELD || type == RING
+ || type == BOOTS || type == GLOVES
+ || type == AMULET || type == GIRDLE
+ || type == BRACERS || type == CLOAK)
{
- if (op->last_heal)
+ if (last_heal)
{
- LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ());
- op->gen_sp_armour = op->last_heal;
- op->last_heal = 0;
+ LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
+ gen_sp_armour = last_heal;
+ last_heal = 0;
}
- if (editor)
- ip = 0;
- else
- ip = calc_item_power (op, 0);
+
+ int ip = calc_item_power (this, 0);
+
/* Legacy objects from before item power was in the game */
- if (!op->item_power && ip)
+ if (!item_power && ip)
{
if (ip > 3)
- {
- LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip);
- }
- op->item_power = ip;
+ 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 (ip > 2 * op->item_power && ip > (op->item_power + 3))
- {
- LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power);
- }
-
+#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 ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL ||
+ 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 */
- ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init)
+ ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
{
- object *tmp;
-
- /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
+ /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
* in that spell was stored in sp.
*/
- tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]);
- insert_ob_in_ob (tmp, op);
- op->randomitems = NULL; /* So another spell isn't created for this object */
+ 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 ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init)
+ /* spellbooks & runes use slaying. But not to arch name, but to spell name */
+ if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
{
- object *tmp;
-
- tmp = get_archetype_by_object_name (op->slaying);
- insert_ob_in_ob (tmp, op);
- op->randomitems = NULL; /* So another spell isn't created for this object */
+ 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 */
- op->value = op->arch->clone.value * op->inv->value;
+ value = arch->value * inv->value;
}
- if (QUERY_FLAG (op, FLAG_MONSTER))
+ if (QUERY_FLAG (this, FLAG_MONSTER))
{
- if (op->stats.hp > op->stats.maxhp)
- LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp);
+ 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 (op->move_type == 0)
- op->move_type = MOVE_WALK;
+ if (move_type == 0)
+ move_type = MOVE_WALK;
}
- if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER)
+ 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 (op, FLAG_IS_A_TEMPLATE);
+ flag_inv (this, FLAG_IS_A_TEMPLATE);
}
/* Handle player movers. We use move_type for player movers
@@ -402,27 +443,38 @@
* on them). If move_type is set, presume person knows what they
* are doing, otherwise, set move_type based on maxhp value.
*/
- if (op->type == PLAYERMOVER)
+ if (type == PLAYERMOVER)
{
- if (!op->move_type)
+ if (!move_type)
{
- if (op->stats.maxhp)
+ if (stats.maxhp)
{
- op->move_type = MOVE_ALL;
- op->stats.maxhp = 0;
+ move_type = MOVE_ALL;
+ stats.maxhp = 0;
}
else
- {
- op->move_type = MOVE_WALK;
- }
+ move_type = MOVE_WALK;
}
}
-
}
static void
-set_move (MoveType & mt, const char *str)
+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;
@@ -439,409 +491,237 @@
for (str = strtok ((char *) str, " "); str; str = strtok (0, " "))
{
- if (!strcasecmp (str, "all"))
- mt |= MOVE_ALL;
- else
- {
- int i, negate = 0;
+ bool negate = 0;
- if (*str == '-')
- {
- negate = 1;
- str++;
- }
-
- for (i = 0; move_name[i]; i++)
- {
- if (!strcasecmp (move_name[i], str))
- {
- if (negate)
- mt &= ~(1 << i);
- else
- mt |= (1 << i);
-
- break;
- }
- }
+ if (*str == '-')
+ {
+ negate = 1;
+ str++;
+ }
- if (!move_name[i])
+ for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f)
+ {
+ if (!strcmp (f->name, str))
{
- /* fly is a special case - covers both fly_low and
- * fly_high - since it doesn't match to a specific
- * single bit, have to special case it.
- */
- if (!strcasecmp (str, "flying"))
- {
- if (negate)
- mt &= ~MOVE_FLYING;
- else
- mt |= MOVE_FLYING;
- }
+ if (negate)
+ mt &= ~f->flags;
else
- LOG (llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str);
+ mt |= f->flags;
+
+ goto next;
}
}
+
+ LOG (llevDebug, "common/loader.C: set_move - unknown move string '%s'\n", str);
+
+next: ;
}
}
-#define GET_FLAG(op,flag) \
- if (thawer.get_sint32 ()) \
- SET_FLAG (op, flag); \
- else \
- CLEAR_FLAG (op, flag) \
+#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
-int
-parse_object (object *op, object_thawer & thawer, int map_flags)
+bool
+object::parse_kv (object_thawer &f)
{
- bool ismore = 0;
- object *op_inv = op->inv;
+ object *op_inv = inv;
for (;;)
{
- keyword kw = thawer.get_kv ();
-
- switch (kw)
+ switch (f.kw)
{
- case KW_Object: // uppercase alias
- case KW_object:
- thawer.get (op->name);
-
- if (op->arch != NULL)
- op->arch->name = op->name;
-
- break;
-
case KW_uuid:
- if (const char *s = thawer.get_str ())
+ if (const char *s = f.get_str ())
{
unsigned int version;
unsigned long long seq;
if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1)
{
- op->uuid.seq = seq;
+ uuid.seq = seq;
break;
}
}
- op->uuid = gen_uuid ();
+ uuid = gen_uuid ();
break;
case KW_oid:
- thawer.get (op, thawer.get_sint32 ());
+ f.get (this, f.get_sint32 ());
break;
- case KW_name:
- thawer.get (op->name);
- break;
- case KW_name_pl:
- thawer.get (op->name_pl);
- break;
- case KW_title:
- thawer.get (op->title);
- break;
- case KW_custom_name:
- thawer.get (op->custom_name);
- break;
- case KW_attach:
- thawer.get_ornull (op->attach);
- break;
- case KW_skill:
- thawer.get_ornull (op->skill);
- break;
- case KW_race:
- thawer.get_ornull (op->race);
- break;
- case KW_slaying:
- thawer.get_ornull (op->slaying);
- 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:
{
- const char *str = thawer.get_str ();
+ object *tmp = object::read (f);
+ tmp->deactivate ();
- if (op->arch)
- {
- /* If op->arch has been set, then this new object
- * must be part of the inventory. So process
- * appropriately.
- */
- archetype *arch = archetype::find (str);
-
- object *tmp;
-
- if (arch != NULL)
- tmp = arch_to_object (arch);
- else
- {
- tmp = get_object ();
- /* record the name of the broken object */
- tmp->name = str;
- }
-
- parse_object (tmp, thawer, map_flags);
-
- if (tmp->arch)
- {
- // 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.
- CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
- CLEAR_FLAG (tmp, FLAG_REMOVED);
-
- if (!op_inv)
- {
- op->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 = op;
- op_inv = tmp;
- }
- else
- {
- LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)");
- free_object (tmp);
- }
- }
- else
- {
- /* This is the actual archetype definition then */
- op->arch = archetype::find (str);
-
- if (op->arch != NULL)
- copy_object (&op->arch->clone, op);
- else if (!arch_init)
- /* record the name of the broken object */
- op->name = str;
- }
+ {
+ // 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;
+ }
}
- break;
+ continue;
case KW_other_arch:
- op->other_arch = archetype::find (thawer.get_str ());
+ 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:
{
- const char *str = thawer.get_str ();
+ CLEAR_FLAG (this, FLAG_ANIMATE);
+ animation_id = 0;
- if (!str)
- {
- op->animation_id = 0;
- CLEAR_FLAG (op, FLAG_ANIMATE);
- }
- else
- {
- op->animation_id = find_animation (str);
- SET_FLAG (op, FLAG_ANIMATE);
- }
+ const char *str = f.get_str ();
+ if (str && (animation_id = find_animation (str)))
+ SET_FLAG (this, FLAG_ANIMATE);
}
-
break;
- case KW_last_heal:
- thawer.get (op->last_heal);
- break;
- case KW_last_sp:
- thawer.get (op->last_sp);
- break;
- case KW_last_grace:
- thawer.get (op->last_grace);
- break;
- case KW_last_eat:
- thawer.get (op->last_eat);
- break;
- case KW_speed_left:
- thawer.get (op->speed_left);
- 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:
- thawer.get (op->speed);
+ f.get (speed);
//TODO: maybe do in check_object
- if (!(map_flags & MAP_STYLE))
- {
- if (op->speed < 0)
- op->speed_left = op->speed_left - RANDOM () % 100 / 100.0;
-
- update_ob_speed (op);
- }
+ // removed check for style maps
+ if (speed < 0)
+ speed_left = speed_left - rndm ();
break;
case KW_slow_move:
- op->move_slow |= MOVE_WALK;
- thawer.get (op->move_slow_penalty);
+ move_slow |= MOVE_WALK;
+ f.get (move_slow_penalty);
break;
case KW_face:
- op->face = &new_faces[FindFace (thawer.get_str (), 0)];
+ face = face_find (f.get_str ());
break;
- case KW_x:
- thawer.get (op->x);
+ case KW_sound:
+ sound = sound_find (f.get_str ());
+ if (!sound)
+ f.parse_warn ("sound not found");
break;
- case KW_y:
- thawer.get (op->y);
+
+ 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:
- thawer.get (op->stats.Str);
- break;
+ case KW_str: f.get (stats.Str); break;
case KW_Dex: // uppercase alias
- case KW_dex:
- thawer.get (op->stats.Dex);
- break;
+ case KW_dex: f.get (stats.Dex); break;
case KW_Con: // uppercase alias
- case KW_con:
- thawer.get (op->stats.Con);
- break;
+ case KW_con: f.get (stats.Con); break;
case KW_Wis: // uppercase alias
- case KW_wis:
- thawer.get (op->stats.Wis);
- break;
+ case KW_wis: f.get (stats.Wis); break;
case KW_Cha: // uppercase alias
- case KW_cha:
- thawer.get (op->stats.Cha);
- break;
+ case KW_cha: f.get (stats.Cha); break;
case KW_Int: // uppercase alias
- case KW_int:
- thawer.get (op->stats.Int);
- break;
+ case KW_int: f.get (stats.Int); break;
case KW_Pow: // uppercase alias
- case KW_pow:
- thawer.get (op->stats.Pow);
- break;
- case KW_hp:
- thawer.get (op->stats.hp);
- break;
- case KW_maxhp:
- thawer.get (op->stats.maxhp);
- break;
- case KW_sp:
- thawer.get (op->stats.sp);
- break;
- case KW_maxsp:
- thawer.get (op->stats.maxsp);
- break;
- case KW_grace:
- thawer.get (op->stats.grace);
- break;
- case KW_maxgrace:
- thawer.get (op->stats.maxgrace);
- break;
+ case KW_pow: f.get (stats.Pow); break;
- case KW_exp:
- thawer.get (op->stats.exp);
- break;
- case KW_perm_exp:
- thawer.get (op->perm_exp);
- break;
- case KW_food:
- thawer.get (op->stats.food);
- break;
- case KW_dam:
- thawer.get (op->stats.dam);
- break;
- case KW_wc:
- thawer.get (op->stats.wc);
- break;
- case KW_ac:
- thawer.get (op->stats.ac);
- break;
- case KW_nrof:
- thawer.get (op->nrof);
- break;
- case KW_level:
- thawer.get (op->level);
- break;
- case KW_direction:
- thawer.get (op->direction);
- break;
- case KW_type:
- thawer.get (op->type);
- break;
- case KW_subtype:
- thawer.get (op->subtype);
- break;
- case KW_value:
- thawer.get (op->value);
- break;
- case KW_weight:
- thawer.get (op->weight);
- break;
- case KW_carrying:
- thawer.get (op->carrying);
- break;
- case KW_attacktype:
- thawer.get (op->attacktype);
- break;
- case KW_path_attuned:
- thawer.get (op->path_attuned);
- break;
- case KW_path_repelled:
- thawer.get (op->path_repelled);
- break;
- case KW_path_denied:
- thawer.get (op->path_denied);
- break;
- case KW_invisible:
- thawer.get (op->invisible);
- break;
- case KW_magic:
- thawer.get (op->magic);
- break;
- case KW_state:
- thawer.get (op->state);
- break;
- case KW_move_slow_penalty:
- thawer.get (op->move_slow_penalty);
- break;
- case KW_material:
- thawer.get (op->material);
- break;
- case KW_materialname:
- thawer.get (op->materialname);
- 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 (op->move_block, thawer.get_str ());
- break;
- case KW_move_allow:
- set_move (op->move_allow, thawer.get_str ());
- break;
- case KW_move_type:
- set_move (op->move_type, thawer.get_str ());
- break;
- case KW_move_on:
- set_move (op->move_on, thawer.get_str ());
- break;
- case KW_move_off:
- set_move (op->move_off, thawer.get_str ());
- break;
- case KW_move_slow:
- set_move (op->move_slow, thawer.get_str ());
- break;
+ 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 (thawer.get_sint32 ())
- op->move_block = MOVE_ALL;
+ if (f.get_sint32 ())
+ move_block = MOVE_ALL;
else
- op->move_block = 0;
+ move_block = 0;
}
break;
@@ -849,10 +729,10 @@
/* These are all legacy - any new objects should use the move_ .. values */
case KW_walk_on:
{
- if (thawer.get_sint32 ())
- op->move_on |= MOVE_WALK;
+ if (f.get_sint32 ())
+ move_on |= MOVE_WALK;
else
- op->move_on &= ~MOVE_WALK;
+ move_on &= ~MOVE_WALK;
}
break;
@@ -860,624 +740,309 @@
/* These are all legacy - any new objects should use the move_ .. values */
case KW_walk_off:
{
- if (thawer.get_sint32 ())
- op->move_off |= MOVE_WALK;
+ if (f.get_sint32 ())
+ move_off |= MOVE_WALK;
else
- op->move_off &= ~MOVE_WALK;
+ move_off &= ~MOVE_WALK;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_fly_on:
{
- if (thawer.get_sint32 ())
- op->move_on |= MOVE_FLY_LOW;
+ if (f.get_sint32 ())
+ move_on |= MOVE_FLY_LOW;
else
- op->move_on &= ~MOVE_FLY_LOW;
+ move_on &= ~MOVE_FLY_LOW;
}
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_fly_off:
{
- if (thawer.get_sint32 ())
- op->move_off |= MOVE_FLY_LOW;
+ if (f.get_sint32 ())
+ move_off |= MOVE_FLY_LOW;
else
- op->move_off &= ~MOVE_FLY_LOW;
+ move_off &= ~MOVE_FLY_LOW;
}
break;
- //TODO: remove these after convertign archetypes
+ //TODO: remove these after converting archetypes
case KW_can_use_wand:
- GET_FLAG (op, FLAG_USE_RANGE);
+ GET_FLAG (this, FLAG_USE_RANGE);
break;
/* These are all legacy - any new objects should use the move_ .. values */
case KW_flying:
{
- if (thawer.get_sint32 ())
- op->move_type |= MOVE_FLY_LOW;
+ if (f.get_sint32 ())
+ move_type |= MOVE_FLY_LOW;
else
- op->move_type &= ~MOVE_FLY_LOW;
+ move_type &= ~MOVE_FLY_LOW;
}
break;
case KW_identified:
- GET_FLAG (op, FLAG_IDENTIFIED);
+ GET_FLAG (this, FLAG_IDENTIFIED);
//TODO: move to check_object or so
- if (QUERY_FLAG (op, FLAG_IDENTIFIED))
- CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL);
-
- break;
+ if (QUERY_FLAG (this, FLAG_IDENTIFIED))
+ CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
- case KW_wiz:
- GET_FLAG (op, FLAG_WIZ);
- //TODO: move to check_object
- if (QUERY_FLAG (op, FLAG_WIZ))
- {
- SET_FLAG (op, FLAG_WAS_WIZ);
- SET_FLAG (op, FLAG_WIZPASS);
- SET_FLAG (op, FLAG_WIZCAST);
- }
- else
- {
- CLEAR_FLAG (op, FLAG_WIZPASS);
- CLEAR_FLAG (op, FLAG_WIZCAST);
- }
break;
case KW_friendly:
- GET_FLAG (op, FLAG_FRIENDLY);
- //TODO: move to check_object or so
- if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY))
- add_friendly_object (op);
- break;
-
- case KW_monster:
- GET_FLAG (op, FLAG_MONSTER);
- break;
- case KW_neutral:
- GET_FLAG (op, FLAG_NEUTRAL);
- break;
- case KW_no_attack:
- GET_FLAG (op, FLAG_NO_ATTACK);
- break;
- case KW_no_damage:
- GET_FLAG (op, FLAG_NO_DAMAGE);
- break;
- case KW_generator:
- GET_FLAG (op, FLAG_GENERATOR);
- break;
- case KW_use_content_on_gen:
- GET_FLAG (op, FLAG_CONTENT_ON_GEN);
- break;
- case KW_is_thrown:
- GET_FLAG (op, FLAG_IS_THROWN);
- break;
- case KW_auto_apply:
- GET_FLAG (op, FLAG_AUTO_APPLY);
- break;
- case KW_treasure:
- GET_FLAG (op, FLAG_TREASURE);
- break;
- case KW_see_invisible:
- GET_FLAG (op, FLAG_SEE_INVISIBLE);
- break;
- case KW_can_roll:
- GET_FLAG (op, FLAG_CAN_ROLL);
- break;
- case KW_overlay_floor:
- GET_FLAG (op, FLAG_OVERLAY_FLOOR);
- break;
- case KW_is_turnable:
- GET_FLAG (op, FLAG_IS_TURNABLE);
- break;
- case KW_is_used_up:
- GET_FLAG (op, FLAG_IS_USED_UP);
- break;
- case KW_alive:
- GET_FLAG (op, FLAG_ALIVE);
- break;
- case KW_applied:
- GET_FLAG (op, FLAG_APPLIED);
- break;
- case KW_unpaid:
- GET_FLAG (op, FLAG_UNPAID);
- break;
- case KW_is_animated:
- GET_FLAG (op, FLAG_ANIMATE);
- break;
- case KW_no_pick:
- GET_FLAG (op, FLAG_NO_PICK);
- break;
- case KW_reflecting:
- GET_FLAG (op, FLAG_REFLECTING);
- break;
- case KW_changing:
- GET_FLAG (op, FLAG_CHANGING);
- break;
- case KW_splitting:
- GET_FLAG (op, FLAG_SPLITTING);
- break;
- case KW_hitback:
- GET_FLAG (op, FLAG_HITBACK);
- break;
- case KW_startequip:
- GET_FLAG (op, FLAG_STARTEQUIP);
- break;
- case KW_blocksview:
- GET_FLAG (op, FLAG_BLOCKSVIEW);
- break;
- case KW_undead:
- GET_FLAG (op, FLAG_UNDEAD);
- break;
- case KW_scared:
- GET_FLAG (op, FLAG_SCARED);
- break;
- case KW_unaggressive:
- GET_FLAG (op, FLAG_UNAGGRESSIVE);
- break;
- case KW_reflect_missile:
- GET_FLAG (op, FLAG_REFL_MISSILE);
- break;
- case KW_reflect_spell:
- GET_FLAG (op, FLAG_REFL_SPELL);
- break;
- case KW_no_magic:
- GET_FLAG (op, FLAG_NO_MAGIC);
- break;
- case KW_no_drop:
- GET_FLAG (op, FLAG_NO_DROP);
- break;
- case KW_random_movement:
- GET_FLAG (op, FLAG_RANDOM_MOVE);
- break;
- case KW_was_wiz:
- GET_FLAG (op, FLAG_WAS_WIZ);
- break;
- case KW_no_fix_player:
- GET_FLAG (op, FLAG_NO_FIX_PLAYER);
- break;
- case KW_is_lightable:
- GET_FLAG (op, FLAG_IS_LIGHTABLE);
- break;
- case KW_tear_down:
- GET_FLAG (op, FLAG_TEAR_DOWN);
- break;
- case KW_can_use_shield:
- GET_FLAG (op, FLAG_USE_SHIELD);
- break;
- case KW_can_cast_spell:
- GET_FLAG (op, FLAG_CAST_SPELL);
- break;
- case KW_can_use_scroll:
- GET_FLAG (op, FLAG_USE_SCROLL);
- break;
- case KW_can_use_range:
- GET_FLAG (op, FLAG_USE_RANGE);
- break;
- case KW_can_use_bow:
- GET_FLAG (op, FLAG_USE_BOW);
- break;
- case KW_can_use_armour:
- GET_FLAG (op, FLAG_USE_ARMOUR);
- break;
- case KW_can_use_weapon:
- GET_FLAG (op, FLAG_USE_WEAPON);
- break;
- case KW_can_use_ring:
- GET_FLAG (op, FLAG_USE_RING);
- break;
- case KW_has_ready_bow:
- GET_FLAG (op, FLAG_READY_BOW);
- break;
- case KW_xrays:
- GET_FLAG (op, FLAG_XRAYS);
- break;
- case KW_is_floor:
- GET_FLAG (op, FLAG_IS_FLOOR);
- break;
- case KW_lifesave:
- GET_FLAG (op, FLAG_LIFESAVE);
- break;
- case KW_no_strength:
- GET_FLAG (op, FLAG_NO_STRENGTH);
- break;
- case KW_sleep:
- GET_FLAG (op, FLAG_SLEEP);
- break;
- case KW_stand_still:
- GET_FLAG (op, FLAG_STAND_STILL);
- break;
- case KW_random_move:
- GET_FLAG (op, FLAG_RANDOM_MOVE);
- break;
- case KW_only_attack:
- GET_FLAG (op, FLAG_ONLY_ATTACK);
- break;
- case KW_activate_on_push:
- GET_FLAG (op, FLAG_ACTIVATE_ON_PUSH);
- break;
- case KW_activate_on_release:
- GET_FLAG (op, FLAG_ACTIVATE_ON_RELEASE);
- break;
- case KW_confused:
- GET_FLAG (op, FLAG_CONFUSED);
- break;
- case KW_stealth:
- GET_FLAG (op, FLAG_STEALTH);
- break;
- case KW_cursed:
- GET_FLAG (op, FLAG_CURSED);
- break;
- case KW_damned:
- GET_FLAG (op, FLAG_DAMNED);
- break;
- case KW_see_anywhere:
- GET_FLAG (op, FLAG_SEE_ANYWHERE);
- break;
- case KW_known_magical:
- GET_FLAG (op, FLAG_KNOWN_MAGICAL);
- break;
- case KW_known_cursed:
- GET_FLAG (op, FLAG_KNOWN_CURSED);
- break;
- case KW_can_use_skill:
- GET_FLAG (op, FLAG_CAN_USE_SKILL);
- break;
- case KW_been_applied:
- GET_FLAG (op, FLAG_BEEN_APPLIED);
- break;
- case KW_has_ready_scroll:
- GET_FLAG (op, FLAG_READY_SCROLL);
- break;
- case KW_can_use_rod:
- GET_FLAG (op, FLAG_USE_ROD);
- break;
- case KW_can_use_horn:
- GET_FLAG (op, FLAG_USE_HORN);
- break;
- case KW_unique:
- GET_FLAG (op, FLAG_UNIQUE);
- break;
- case KW_make_invisible:
- GET_FLAG (op, FLAG_MAKE_INVIS);
- break;
- case KW_inv_locked:
- GET_FLAG (op, FLAG_INV_LOCKED);
- break;
- case KW_is_wooded:
- GET_FLAG (op, FLAG_IS_WOODED);
- break;
- case KW_is_hilly:
- GET_FLAG (op, FLAG_IS_HILLY);
- break;
- case KW_is_water:
- GET_FLAG (op, FLAG_IS_WATER);
- break;
- case KW_has_ready_skill:
- GET_FLAG (op, FLAG_READY_SKILL);
- break;
- case KW_has_ready_weapon:
- GET_FLAG (op, FLAG_READY_WEAPON);
- break;
- case KW_no_skill_ident:
- GET_FLAG (op, FLAG_NO_SKILL_IDENT);
- break;
- case KW_is_blind:
- GET_FLAG (op, FLAG_BLIND);
- break;
- case KW_can_see_in_dark:
- GET_FLAG (op, FLAG_SEE_IN_DARK);
- break;
- case KW_is_cauldron:
- GET_FLAG (op, FLAG_IS_CAULDRON);
- break;
- case KW_no_steal:
- GET_FLAG (op, FLAG_NO_STEAL);
- break;
- case KW_one_hit:
- GET_FLAG (op, FLAG_ONE_HIT);
- break;
- case KW_berserk:
- GET_FLAG (op, FLAG_BERSERK);
- break;
- case KW_is_buildable:
- GET_FLAG (op, FLAG_IS_BUILDABLE);
- break;
-
- case KW_armour:
- thawer.get (op->resist[ATNR_PHYSICAL]);
- break;
- case KW_resist_physical:
- thawer.get (op->resist[ATNR_PHYSICAL]);
- break;
- case KW_resist_magic:
- thawer.get (op->resist[ATNR_MAGIC]);
- break;
- case KW_resist_fire:
- thawer.get (op->resist[ATNR_FIRE]);
- break;
- case KW_resist_electricity:
- thawer.get (op->resist[ATNR_ELECTRICITY]);
- break;
- case KW_resist_cold:
- thawer.get (op->resist[ATNR_COLD]);
- break;
- case KW_resist_confusion:
- thawer.get (op->resist[ATNR_CONFUSION]);
- break;
- case KW_resist_acid:
- thawer.get (op->resist[ATNR_ACID]);
- break;
- case KW_resist_drain:
- thawer.get (op->resist[ATNR_DRAIN]);
- break;
- case KW_resist_weaponmagic:
- thawer.get (op->resist[ATNR_WEAPONMAGIC]);
- break;
- case KW_resist_ghosthit:
- thawer.get (op->resist[ATNR_GHOSTHIT]);
- break;
- case KW_resist_poison:
- thawer.get (op->resist[ATNR_POISON]);
- break;
- case KW_resist_slow:
- thawer.get (op->resist[ATNR_SLOW]);
- break;
- case KW_resist_paralyze:
- thawer.get (op->resist[ATNR_PARALYZE]);
- break;
- case KW_resist_turn_undead:
- thawer.get (op->resist[ATNR_TURN_UNDEAD]);
- break;
- case KW_resist_fear:
- thawer.get (op->resist[ATNR_FEAR]);
- break;
- case KW_resist_cancellation:
- thawer.get (op->resist[ATNR_CANCELLATION]);
- break;
- case KW_resist_deplete:
- thawer.get (op->resist[ATNR_DEPLETE]);
- break;
- case KW_resist_death:
- thawer.get (op->resist[ATNR_DEATH]);
- break;
- case KW_resist_chaos:
- thawer.get (op->resist[ATNR_CHAOS]);
- break;
- case KW_resist_counterspell:
- thawer.get (op->resist[ATNR_COUNTERSPELL]);
- break;
- case KW_resist_godpower:
- thawer.get (op->resist[ATNR_GODPOWER]);
- break;
- case KW_resist_holyword:
- thawer.get (op->resist[ATNR_HOLYWORD]);
- break;
- case KW_resist_blind:
- thawer.get (op->resist[ATNR_BLIND]);
- break;
- case KW_resist_internal:
- thawer.get (op->resist[ATNR_INTERNAL]);
- break;
- case KW_resist_life_stealing:
- thawer.get (op->resist[ATNR_LIFE_STEALING]);
- break;
- case KW_resist_disease:
- thawer.get (op->resist[ATNR_DISEASE]);
- break;
-
- case KW_luck:
- thawer.get (op->stats.luck);
- break;
- case KW_run_away:
- thawer.get (op->run_away);
- break;
- case KW_pick_up:
- thawer.get (op->pick_up);
- break;
- case KW_item_power:
- thawer.get (op->item_power);
- break;
- case KW_gen_sp_armour:
- thawer.get (op->gen_sp_armour);
- break;
- case KW_anim_speed:
- thawer.get (op->anim_speed);
- break;
- case KW_container:
- thawer.get (op->weight_limit);
- break;
- case KW_will_apply:
- thawer.get (op->will_apply);
- break;
- case KW_attack_movement:
- thawer.get (op->attack_movement);
- break;
- case KW_move_state:
- thawer.get (op->move_status);
- break;
- case KW_expmul:
- thawer.get (op->expmul);
- break;
- case KW_glow_radius:
- thawer.get (op->glow_radius);
- break;
- case KW_weapontype:
- thawer.get (op->weapontype);
- break;
- case KW_tooltype:
- thawer.get (op->tooltype);
- break;
- case KW_casting_time:
- thawer.get (op->casting_time);
- break;
- case KW_elevation:
- thawer.get (op->elevation);
- break;
- case KW_smoothlevel:
- thawer.get (op->smoothlevel);
- break;
- case KW_client_type:
- thawer.get (op->client_type);
- break;
- case KW_duration:
- thawer.get (op->duration);
- break;
- case KW_range:
- thawer.get (op->range);
- break;
- case KW_range_modifier:
- thawer.get (op->range_modifier);
- break;
- case KW_dam_modifier:
- thawer.get (op->dam_modifier);
- break;
- case KW_duration_modifier:
- thawer.get (op->duration_modifier);
- break;
+ 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:
- thawer.get (op->body_info[0]);
- break;
- case KW_body_arm:
- thawer.get (op->body_info[1]);
- break;
- case KW_body_torso:
- thawer.get (op->body_info[2]);
- break;
- case KW_body_head:
- thawer.get (op->body_info[3]);
- break;
- case KW_body_neck:
- thawer.get (op->body_info[4]);
- break;
- case KW_body_skill:
- thawer.get (op->body_info[5]);
- break;
- case KW_body_finger:
- thawer.get (op->body_info[6]);
- break;
- case KW_body_shoulder:
- thawer.get (op->body_info[7]);
- break;
- case KW_body_foot:
- thawer.get (op->body_info[8]);
- break;
- case KW_body_hand:
- thawer.get (op->body_info[9]);
- break;
- case KW_body_wrist:
- thawer.get (op->body_info[10]);
- break;
- case KW_body_waist:
- thawer.get (op->body_info[11]);
- break;
+ 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 (op, op->map, thawer.get_sint32 ());
+ add_button_link (this, map, f.get_sint32 ());
break;
case KW_randomitems:
- op->randomitems = find_treasurelist (thawer.get_str ());
+ 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:
- {
- thawer.get_ml (KW_endmsg, op->msg);
- //TODO: allow longer messages
- if (strlen (op->msg) >= HUGE_BUF)
- {
- LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg);
- op->msg = "ERROR, please report: string too long, winged.\n";
- }
- }
+ f.get_ml (KW_endmsg, msg);
break;
case KW_lore:
- {
- shstr msgbuf;
-
- thawer.get_ml (KW_endlore, op->lore);
- //TODO: allow longer messages
- /* Just print a warning so we can be reasonably safe
- * about not overflowing the buffer.
- */
- if (strlen (op->lore) > (HUGE_BUF / 2))
- LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
- HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
- }
+ f.get_ml (KW_endlore, lore);
break;
case KW_editable:
case KW_editor_folder:
break;
- case KW_More: // uppercase alias
- case KW_more:
- /* We need to record that this is a multipart object,
- * so the calling function can glue things back together
- */
- ismore = 1;
- break;
-
case KW_end:
- check_loaded_object (op);
-
- if (!arch_init)
- op->instantiate ();
+ if (!loading_arch)
+ instantiate ();
- return ismore ? LL_MORE : LL_NORMAL;
-
- case KW_EOF:
- return LL_EOF;
+ f.next ();
+ return true;
case KW_ERROR:
- set_ob_key_value (op, thawer.line, thawer.last_value, true);
- //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D
-
- //TODO: skip line, ugly, factor parsing better
- if (thawer.last_value)
- thawer.line = thawer.last_value;
-
- thawer.line += strlen (thawer.line) + 1;
-
+ 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:
- LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]);
+ if (!f.parse_error ("object", name))
+ return false;
break;
}
+
+ f.next ();
}
}
-/*
- * Loads an object from the given file-pointer.
- * Variables will be read and parsed and patched into the object
- * until the string "end" is reached, or the end of the file.
- *
- * bufstat is used to determine various file attributes:
- * LO_REPATE (0): We are reading from the same buffer as the last call.
- * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions
- * will also be reading from this (treasure file, artifacts.)
- * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
- * be reset.
- * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
- *
- */
-
-int
-load_object (object_thawer & fp, object *op, int map_flags)
+object *
+object::read (object_thawer &f, maptile *map)
{
- return parse_object (op, fp, map_flags);
-}
+ 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.
@@ -1488,73 +1053,9 @@
int
set_variable (object *op, char *buf)
{
- return 0;
-#if 0
- int retval;
- object_thawer thawer (0);
+ object_thawer f (buf, (AV *)0);
- strcpy (msgbuf, "");
- strcpy (lorebuf, "");
- retval = parse_object (op, thawer, 0);
- yy_switch_to_buffer (yycurbuf);
- yy_delete_buffer (yybufstate);
- yy_pop_state ();
- return retval;
-#endif
-}
-
-/* This array equates the FLAG_ values with the V_ values. Use -1 to
- * put gaps in the array that should not be processed.
- * The order matches the order of the define values in 'define.h'.
- */
-
-/* This is a list of pointers 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 char *const flag_names[NUM_FLAGS + 1] = {
- "alive", "wiz", NULL, NULL, "was_wiz", "applied", "unpaid",
- "can_use_shield", "no_pick", NULL /* walk_on */ , NULL /* no_pass */ , /* 10 */
- "is_animated", NULL /* slow_move */ ,
- NULL /* flying */ , "monster", "friendly", "generator",
- "is_thrown", "auto_apply", "treasure", "player sold", /* 20 */
- "see_invisible", "can_roll", "overlay_floor",
- "is_turnable", NULL /* walk_off */ , NULL /* fly_on */ ,
- NULL /*fly_off */ , "is_used_up", "identified", "reflecting", /* 30 */
- "changing", "splitting", "hitback", "startequip",
- "blocksview", "undead", "scared", "unaggressive",
- "reflect_missile", "reflect_spell", /* 40 */
- "no_magic", "no_fix_player", "is_lightable", "tear_down",
- "run_away", NULL /*pass_thru */ , NULL /*can_pass_thru */ ,
- "pick_up", "unique", "no_drop", /* 50 */
- NULL /* wizcast */ , "can_cast_spell", "can_use_scroll", "can_use_range",
- "can_use_bow", "can_use_armour", "can_use_weapon",
- "can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */
- "xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep",
- "stand_still", "random_move", "only_attack", "confused", /* 70 */
- "stealth", NULL, NULL, "cursed", "damned",
- "see_anywhere", "known_magical", "known_cursed",
- "can_use_skill", "been_applied", /* 80 */
- "has_ready_scroll", "can_use_rod", NULL,
- "can_use_horn", "make_invisible", "inv_locked", "is_wooded",
- "is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */
- "no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron",
- "is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */
- "no_attack", "no_damage", NULL, NULL, "activate_on_push",
- "activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */
- NULL
-};
-
-
-/*
- * Initialises the array of variable-names. Needed before any
- * objects can be loaded. Called by init_library().
- */
-
-void
-init_vars ()
-{
+ return op->parse_kv (f);
}
/* This returns a string of the integer movement type */
@@ -1609,26 +1110,164 @@
#endif
// compare *op against *tmp and output differences
-void
-put (object_freezer &f, object *op, object *tmp)
+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 != NULL; my_field = my_field->next)
+ 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 == NULL || my_field->value != arch_field->value)
+ 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_object function.
+ * will get taken care of the copy_to method.
*/
{
@@ -1637,8 +1276,11 @@
f.put (KW_uuid, (const char *)uids);
}
-#define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v)
-#define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v)
+#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);
@@ -1646,17 +1288,15 @@
CMP_OUT (title);
CMP_OUT (race);
CMP_OUT (slaying);
-
- 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);
-
+ CMP_OUT (tag);
CMP_OUT (other_arch);
- CMP_OUT (face);
- if (!op->face || !op->face->name)
- printf ("ERRFACE<%s,%s, face %p,%p, fname%s>\n", &tmp->name, &op->name, tmp->face, op->face, op->face ? &op->face->name : ""); //D
+ 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)
@@ -1664,10 +1304,10 @@
f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
if (!QUERY_FLAG (op, FLAG_ANIMATE))
- f.put (KW_is_animated, (sint32) 0);
+ f.put (KW_is_animated, (sint32)0);
}
else
- f.put (KW_animation, (const char *) 0);
+ f.put (KW_animation, (const char *)0);
CMP_OUT2 (str, stats.Str);
CMP_OUT2 (dex, stats.Dex);
@@ -1708,13 +1348,13 @@
CMP_OUT (attacktype);
for (i = 0; i < NROFATTACKS; i++)
- if (op->resist[i] != tmp->resist[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_OUT (material);
+ CMP_OUT2 (material, materials);//TODO: nuke
CMP_OUT (materialname);
CMP_OUT (value);
CMP_OUT (carrying);
@@ -1758,80 +1398,88 @@
CMP_OUT (move_slow);
CMP_OUT (move_slow_penalty);
- if (!COMPARE_FLAGS (op, tmp))
+ if (op->flag != tmp->flag)
for (i = 0; i <= NUM_FLAGS; i++)
- if (flag_names[i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i)))
- f.put (flag_names[i], QUERY_FLAG (op, i) ? "1" : "0");
+ 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 */
+ // save body locations
for (i = 0; i < NUM_BODY_LOCATIONS; i++)
- if (op->body_info[i] != tmp->body_info[i])
- f.put (body_locations[i].save_name, op->body_info[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.
- * If bit 1 of flag is set, don't remove the object after save. As of now,
- * all of the callers are setting this.
*/
-
-void
-save_object (object_freezer & fp, object *op, int flag)
+bool
+object::write (object_freezer &f)
{
- archetype *at;
- object *tmp, *old;
+ archetype *at = arch ? (archetype *)arch : empty_archetype;
- /* Even if the object does have an owner, it would seem that we should
- * still save it.
- */
- if (op->owner)
- return;
+ f.put (KW_arch, at->archname);
+ write_diff (f, this, at);
- /* If it is unpaid and we don't want to save those, just return. */
- if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID)))
- return;
+ for (object *tmp = inv; tmp; tmp = tmp->below)
+ tmp->write (f);
- if ((at = op->arch) == NULL)
- at = empty_archetype;
+ f.put (this);
+ f.put (KW_end);
- fp.put (KW_arch, at->name);
+ return true;
+}
- put (fp, op, &at->clone);
+/////////////////////////////////////////////////////////////////////////////
- /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
+// generic resource file load,
+// currently supports: region, treasures, archetypes
+bool load_resource_file (const char *filename)
+{
+ object_thawer f (filename);
- old = NULL;
+ bool success = false;
+ bool seen_arch = false;
- if (flag & 2)
- for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
- save_object (fp, tmp, flag);
- else
- /* Slightly different logic because tmp/op will be removed by
- * the save_object we call. So we just keep looking at op->inv
- * until there is nothing left. In theory, the variable old
- * should not be needed, as recursive loops shouldn't happen.
- */
- while ((tmp = op->inv) != NULL)
- {
- if (old == tmp)
- {
- LOG (llevError, " Recursive loop in inventory\n");
+ for (;;)
+ {
+ switch (f.kw)
+ {
+ case KW_region:
+ if (!region::read (f))
+ goto finish;
break;
- }
- save_object (fp, tmp, flag);
- old = tmp;
- }
+ case KW_treasure:
+ case KW_treasureone:
+ if (!treasurelist::read (f))
+ goto finish;
+ break;
- if (!(flag & 2))
- {
- remove_ob (op);
- free_object (op);
+ 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;
+ }
}
- fp.put (op);
- fprintf (fp, "end\n");
+finish:
+ if (seen_arch)
+ init_archetype_pointers ();
+
+ return success;
}