--- deliantra/server/common/loader.C 2009/09/17 01:57:31 1.132
+++ deliantra/server/common/loader.C 2009/11/11 18:06:46 1.147
@@ -5,18 +5,19 @@
* 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.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero 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 .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -29,6 +30,8 @@
extern archetype *loading_arch;
+//+GPL
+
/* 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
@@ -329,8 +332,8 @@
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);
+ if (material == MATERIAL_NULL && !(is_weapon () && level > 0))
+ select_material (this, map ? map->difficulty : 5);
/* only do these when program is first run - a bit
* excessive to do this at every run - most of this is
@@ -538,6 +541,8 @@
}
}
+//-GPL
+
#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
bool
@@ -722,7 +727,14 @@
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;
+
+ case KW_materialname:
+ {
+ shstr sh;
+ f.get (sh);
+ material = name_to_material (sh);
+ }
+ break;
/* These are the new values */
case KW_move_block: set_move (move_block, f.get_str ()); break;
@@ -849,7 +861,6 @@
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;
@@ -995,7 +1006,10 @@
: treasurelist::find (f.get_str ());
if (!randomitems)
- LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
+ {
+ LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
+ randomitems = treasurelist::get (shstr_none); // avoid crashes
+ }
}
else
randomitems = 0;
@@ -1064,7 +1078,7 @@
if (!arch)
{
LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
- arch = archetype::find ("earthwall");
+ arch = archetype::find (shstr_earthwall);
}
assert (arch); //D maybe use exception handling of sorts?
@@ -1100,60 +1114,9 @@
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
+// compare *op against *arch and output differences
static void
-write_diff (object_freezer &f, object *op, object *tmp)
+write_diff (object_freezer &f, object *op, object *arch)
{
static const keyword resist_save[NROFATTACKS] = {
# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
@@ -1177,8 +1140,8 @@
KW_can_use_shield,
KW_no_pick,
KW_NULL, // walk_on
- KW_NULL, // no_pass
/* 10 */
+ KW_NULL, // no_pass
KW_is_animated,
KW_NULL, // slow_move
KW_NULL, // flying
@@ -1188,8 +1151,8 @@
KW_is_thrown,
KW_auto_apply,
KW_treasure_env,
- KW_player_sold,
/* 20 */
+ KW_player_sold,
KW_see_invisible,
KW_can_roll,
KW_overlay_floor,
@@ -1199,8 +1162,8 @@
KW_NULL, // fly_off
KW_is_used_up,
KW_identified,
- KW_reflecting,
/* 30 */
+ KW_reflecting,
KW_changing,
KW_splitting,
KW_hitback,
@@ -1210,10 +1173,10 @@
KW_scared,
KW_unaggressive,
KW_reflect_missile,
- KW_reflect_spell,
/* 40 */
+ KW_reflect_spell,
KW_no_magic,
- KW_no_fix_player,
+ KW_NULL,
KW_is_lightable,
KW_tear_down,
KW_run_away,
@@ -1221,8 +1184,8 @@
KW_NULL, // an_pass_thru
KW_pick_up,
KW_unique,
- KW_no_drop,
/* 50 */
+ KW_no_drop,
KW_NULL, // wizcast
KW_can_cast_spell,
KW_can_use_scroll,
@@ -1232,8 +1195,8 @@
KW_can_use_weapon,
KW_can_use_ring,
KW_has_ready_range,
- KW_has_ready_bow,
/* 60 */
+ KW_has_ready_bow,
KW_xrays,
KW_NULL,
KW_is_floor,
@@ -1243,8 +1206,8 @@
KW_stand_still,
KW_random_move,
KW_only_attack,
- KW_confused,
/* 70 */
+ KW_confused,
KW_stealth,
KW_NULL,
KW_NULL,
@@ -1254,8 +1217,8 @@
KW_known_magical,
KW_known_cursed,
KW_can_use_skill,
- KW_been_applied,
/* 80 */
+ KW_been_applied,
KW_has_ready_scroll,
KW_can_use_rod,
KW_precious,
@@ -1265,8 +1228,8 @@
KW_is_wooded,
KW_is_hilly,
KW_has_ready_skill,
- KW_has_ready_weapon,
/* 90 */
+ KW_has_ready_weapon,
KW_no_skill_ident,
KW_is_blind,
KW_can_see_in_dark,
@@ -1276,8 +1239,8 @@
KW_one_hit,
KW_NULL,
KW_berserk,
- KW_neutral,
/* 100 */
+ KW_neutral,
KW_no_attack,
KW_no_damage,
KW_obj_original,
@@ -1287,49 +1250,101 @@
KW_is_water,
KW_use_content_on_gen,
KW_NULL,
- KW_is_buildable,
/* 110 */
+ KW_is_buildable,
KW_destroy_on_death,
KW_NULL,
};
+ // obj_original is the only commonly differing flag between archetype
+ // and object, so special-case it here to be able to skip the loop
+ static const struct flagmask : object::flags_t
+ {
+ flagmask ()
+ {
+ for (int i = 0; i < NUM_FLAGS; i++)
+ if (flag_names [i])
+ set (i);
+ }
+ } flagmask;
+
/* 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 *kv = op->key_values; kv; kv = kv->next)
- if (!tmp->key_values || tmp->kv (kv->key) != kv->value)
+ if (!arch->key_values || arch->kv (kv->key) != kv->value)
f.put (kv->key, kv->value);
- /* We don't need to worry about the arch's extra fields - they
- * will get taken care of the copy_to method.
- */
+ if (op->uuid)
+ {
+ // highly optimised - this is often 25% of all data written
+ char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
+ char *ptr = cur;
+
+ memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
+ ptr += sizeof ("uuid ") - 1;
+ ptr = op->uuid.append (ptr);
+ *ptr++ = '\n';
- f.put (KW_uuid, op->uuid.c_str ());
+ f.alloc (ptr - cur);
+ }
-#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)
+#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v)
+#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v)
- if (object *owner = op->owner)
- f.put (KW_owner, static_cast(owner->ref ()));
+ CMP_OUT (x);
+ CMP_OUT (y);
+
+ CMP_OUT (type);
+ CMP_OUT (subtype);
+ CMP_OUT (direction);
CMP_OUT (name);
CMP_OUT (name_pl);
- CMP_OUT (custom_name);
+
+ CMP_OUT (speed);
+
+ // speed_left is a major time-burner, and has good locality, so
+ // we use a simple lookup-cache to avoid the very slow printf.
+ if (op->speed_left != arch->speed_left)
+ {
+ static double last_speed_left = 0.;
+ static char last_speed_left_str [256] = "speed_left 0\n";
+ static int last_speed_left_len = sizeof ("speed_left 0\n") - 1;
+
+ if (last_speed_left != op->speed_left)
+ {
+ last_speed_left = op->speed_left;
+ last_speed_left_len = sizeof ("speed_left ") - 1
+ + sprintf (last_speed_left_str + sizeof ("speed_left ") - 1, "%.7g\n", last_speed_left);
+ }
+
+ f.add (last_speed_left_str, last_speed_left_len);
+ }
+
CMP_OUT (title);
CMP_OUT (race);
- CMP_OUT (skill);
CMP_OUT (slaying);
+ CMP_OUT (skill);
+
CMP_OUT (tag);
+ CMP_OUT (custom_name);
+
+ if (object *owner = op->owner)
+ f.put (KW_owner, static_cast(owner->ref ()));
+
+ // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
+
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->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg );
+ if (op->lore != arch->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->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
+ if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
+ if (op->sound_destroy != arch->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 != arch->animation_id)
if (op->has_anim ())
f.put (KW_animation, op->anim ().name);
else
@@ -1355,7 +1370,7 @@
CMP_OUT2 (exp, stats.exp);
CMP_OUT (perm_exp);
- CMP_OUT (expmul);
+ //CMP_OUT (expmul);
CMP_OUT2 (food, stats.food);
CMP_OUT2 (dam, stats.dam);
@@ -1363,28 +1378,25 @@
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);
+ // using memcmp here seems to be a loss - is gcc vectorising?
for (int i = 0; i < NROFATTACKS; i++)
- if (expect_false (op->resist[i] != tmp->resist[i]))
+ if (expect_false (op->resist[i] != arch->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);
+ if (op->material != arch->material)
+ f.put (KW_materialname, op->material->name);
+
CMP_OUT (value);
CMP_OUT (carrying);
CMP_OUT (weight);
@@ -1426,14 +1438,22 @@
CMP_OUT (move_slow);
CMP_OUT (move_slow_penalty);
- if (op->flag != tmp->flag)
- for (int i = 0; i <= NUM_FLAGS; i++)
- if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
+ object::flags_t diff = (op->flag ^ arch->flag) & flagmask;
+
+ if (diff [FLAG_OBJ_ORIGINAL])
+ f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0");
+
+ diff.reset (FLAG_OBJ_ORIGINAL);
+
+ // quickly test whether any other flags differ
+ if (expect_true (diff.any ()))
+ for (int i = 0; i < NUM_FLAGS; i++)
+ if (expect_false (diff [i]))
f.put (flag_names [i], op->flag [i] ? "1" : "0");
- // save body locations
+ // save body locations. gcc's memcmp does an abysmal job when used
for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
- if (expect_false (op->slot[i].info != tmp->slot[i].info))
+ if (expect_false (op->slot[i].info != arch->slot[i].info))
f.put (body_locations[i].save_name, op->slot[i].info);
}