--- deliantra/server/common/loader.C 2008/04/20 23:25:09 1.111
+++ deliantra/server/common/loader.C 2009/10/23 03:08:34 1.135
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009 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.
+ * 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
*/
@@ -259,7 +260,7 @@
{
if (type >= NUM_TYPES)
{
- LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
+ LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
type = 0;
}
@@ -271,7 +272,7 @@
case HORN:
if (slot [body_range].info != -1)
{
- LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
+ LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = -1;
}
break;
@@ -279,7 +280,7 @@
case WEAPON:
if (slot [body_combat].info != -1)
{
- LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
+ LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
slot [body_combat].info = -1;
}
break;
@@ -287,7 +288,7 @@
case SHIELD:
if (slot [body_shield].info != -1)
{
- LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
+ LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
slot [body_shield].info = -1;
}
break;
@@ -295,19 +296,19 @@
case PLAYER:
if (slot [body_shield].info != 1)
{
- LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
+ LOG (llevError, "ITEMBUG: %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);
+ LOG (llevError, "ITEMBUG: %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);
+ LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
slot [body_range].info = 1;
}
break;
@@ -340,10 +341,10 @@
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);
+ LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
+ else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
+ (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
+ LOG (llevError, "ITEMBUG: 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
@@ -359,7 +360,7 @@
{
if (last_heal)
{
- LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
+ LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
gen_sp_armour = last_heal;
last_heal = 0;
}
@@ -370,7 +371,7 @@
if (!item_power && ip)
{
if (ip > 3)
- LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
+ LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
item_power = ip;
}
@@ -387,27 +388,37 @@
#endif
}
- /* Old spellcasting object - need to load in the appropiate object */
- if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
+ /* old style spellcasting object (pretty common) - need to load in the appropiate object */
+ /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
+ 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)
+ || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
+ && !inv
+ && !loading_arch
+ && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
+ // TODO: at least one watchout-comments is redundant - investigate/remove
{
+ // TODO: fix firewall object on map
/* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
* in that spell was stored in sp.
*/
- LOG (llevError, "old spellcasting object found: %s", debug_desc ());
+ //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
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 */
+ randomitems = 0;
}
/* spellbooks & runes use slaying. But not to arch name, but to spell name */
if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
{
- LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ());
+ LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
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 */
+ randomitems = 0; /* So another spell isn't created for this object */
/* without this, value is all screwed up */
value = arch->value * inv->value;
}
@@ -416,7 +427,7 @@
{
if (stats.hp > stats.maxhp)
{
- LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
+ LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
stats.maxhp = stats.hp;
}
@@ -453,6 +464,19 @@
move_type = MOVE_WALK;
}
}
+
+ // if the object has an animation, try to provide a default face
+ if (has_anim ())
+ {
+ const animation &anim_ob = anim ();
+
+ if (anim_speed)
+ // if this item is time-animated, force the last frame
+ animate_object (this, 0);
+ else if (flag [FLAG_MONSTER])
+ // if it is a monster, set appropriate facing
+ animate_object (this, direction);
+ }
}
static void
@@ -521,6 +545,7 @@
object::parse_kv (object_thawer &f)
{
object *op_inv = inv;
+ key_value *last_kv = key_values;
for (;;)
{
@@ -551,11 +576,10 @@
case KW_tag: f.get_ornull (tag); break;
case KW_arch:
- {
- object *tmp = object::read (f);
- tmp->deactivate ();
-
+ if (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
@@ -582,7 +606,9 @@
tmp->env = this;
op_inv = tmp;
}
- }
+ else
+ LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
+
continue;
case KW_other_arch:
@@ -608,7 +634,7 @@
const char *str = f.get_str ();
if (str && (animation_id = find_animation (str)))
- SET_FLAG (this, FLAG_ANIMATE);
+ SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here
}
break;
@@ -917,12 +943,14 @@
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_expmul: f.get (expmul); break;//D declared const for the time being
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;
+
+ // elevation is deprecated
+ case KW_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;
@@ -951,7 +979,12 @@
break;
case KW_connected:
- add_button_link (this, map, f.get_sint32 ());
+ {
+ shstr connected;
+
+ f.get (connected);
+ add_link (map, connected);
+ }
break;
case KW_randomitems:
@@ -963,7 +996,10 @@
: 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;
@@ -989,7 +1025,26 @@
return true;
case KW_ERROR:
- set_ob_key_value (this, f.kw_str, f.value, true);
+ // append as key value pair (do not use kv_set as it prepends)
+ // we also do not even try to find old values, duplicate keys stay duplicate
+ {
+ key_value *kv = new key_value;
+
+ kv->next = 0;
+ kv->key = shstr (f.kw_str);
+ kv->value = shstr (f.value);
+
+ if (!last_kv)
+ key_values = last_kv = kv;
+ else
+ {
+ while (last_kv->next)
+ last_kv = last_kv->next;
+
+ last_kv->next = kv;
+ last_kv = kv;
+ }
+ }
//fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
break;
@@ -1020,16 +1075,14 @@
f.next ();
- object *op = object::create ();
-
+ object *op = arch->instance ();
op->map = map;
- arch->copy_to (op);
- // copy_to activates, this should be fixed properly
+ // instance() activates, this should be fixed properly
op->deactivate ();
if (!op->parse_kv (f))
{
- op->destroy (true);
+ op->destroy ();
return 0;
}
@@ -1244,26 +1297,19 @@
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);
- }
+ for (key_value *kv = op->key_values; kv; kv = kv->next)
+ if (!tmp->key_values || tmp->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.
*/
- f.put (KW_uuid, op->uuid.c_str ());
+ if (op->uuid)
+ f.put (KW_uuid, op->uuid.c_str ());
#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)
@@ -1276,6 +1322,7 @@
CMP_OUT (custom_name);
CMP_OUT (title);
CMP_OUT (race);
+ CMP_OUT (skill);
CMP_OUT (slaying);
CMP_OUT (tag);
CMP_OUT (other_arch);
@@ -1288,15 +1335,13 @@
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)
+ if (op->has_anim ())
+ f.put (KW_animation, op->anim ().name);
+ else
{
- 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_animation, (const char *)0);
+ op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
}
- else
- f.put (KW_animation, (const char *)0);
CMP_OUT2 (str, stats.Str);
CMP_OUT2 (dex, stats.Dex);
@@ -1336,7 +1381,7 @@
CMP_OUT (subtype);
CMP_OUT (attacktype);
- for (i = 0; i < NROFATTACKS; i++)
+ for (int i = 0; i < NROFATTACKS; i++)
if (expect_false (op->resist[i] != tmp->resist[i]))
f.put (resist_save[i], op->resist[i]);
@@ -1357,8 +1402,9 @@
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);
+ if (op->flag [FLAG_IS_LINKED])
+ if (auto (ol, op->find_link ()))
+ f.put (KW_connected, ol->id);
CMP_OUT (randomitems);
CMP_OUT2 (container, weight_limit);
@@ -1368,8 +1414,6 @@
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);
@@ -1388,12 +1432,12 @@
CMP_OUT (move_slow_penalty);
if (op->flag != tmp->flag)
- for (i = 0; i <= NUM_FLAGS; i++)
+ for (int 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++)
+ for (int 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);
}
@@ -1406,10 +1450,16 @@
bool
object::write (object_freezer &f)
{
- archetype *at = arch ? arch : archetype::empty;
-
- f.put (KW_arch, at->archname);
- write_diff (f, this, at);
+ if (is_arch ())
+ {
+ f.put (KW_object, arch->archname);
+ write_diff (f, this, archetype::empty);
+ }
+ else
+ {
+ f.put (KW_arch, arch->archname);
+ write_diff (f, this, arch);
+ }
for (object *tmp = inv; tmp; tmp = tmp->below)
tmp->write (f);