--- deliantra/server/common/loader.C 2006/09/15 00:31:36 1.18 +++ deliantra/server/common/loader.C 2006/12/26 08:54:59 1.30 @@ -28,7 +28,6 @@ #include #include -#include #include /* Maps the MOVE_* values to names */ @@ -282,7 +281,7 @@ op->name_pl = op->name; /* objects now have a materialname. try to patch it in */ - if (!(IS_WEAPON (op) && op->level > 0)) + if (!(op->is_weapon () && op->level > 0)) { if (op->map != NULL) set_materialname (op, op->map->difficulty, NULL); @@ -490,7 +489,7 @@ CLEAR_FLAG (op, flag) \ int -parse_object (object *op, object_thawer & thawer, int map_flags) +parse_object (object *op, object_thawer &thawer, int map_flags) { bool ismore = 0; object *op_inv = op->inv; @@ -505,7 +504,7 @@ case KW_object: thawer.get (op->name); - if (op->arch != NULL) + if (op->arch) op->arch->name = op->name; break; @@ -558,7 +557,7 @@ tmp = arch_to_object (arch); else { - tmp = get_object (); + tmp = object::create (); /* record the name of the broken object */ tmp->name = str; } @@ -595,7 +594,7 @@ else { LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)"); - free_object (tmp); + tmp->destroy (); } } else @@ -603,8 +602,8 @@ /* This is the actual archetype definition then */ op->arch = archetype::find (str); - if (op->arch != NULL) - copy_object (&op->arch->clone, op); + if (op->arch) + op->arch->clone.copy_to (op); else if (!arch_init) /* record the name of the broken object */ op->name = str; @@ -641,17 +640,16 @@ case KW_speed_left: thawer.get (op->speed_left); break; case KW_speed: - thawer.get (op->speed); + { + float speed; + thawer.get (speed); + op->set_speed (speed); - //TODO: maybe do in check_object - if (!(map_flags & MAP_STYLE)) - { + //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); - } - + } break; case KW_slow_move: @@ -828,7 +826,6 @@ 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; @@ -866,6 +863,7 @@ 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_has_ready_range: GET_FLAG (op, FLAG_READY_RANGE); 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; @@ -1065,14 +1063,12 @@ * 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) +load_object (object_thawer &fp, object *op, int map_flags) { return parse_object (op, fp, map_flags); } - /* This takes a buffer, scans it for variables, and sets those variables * as appropriate in op. * @@ -1082,65 +1078,11 @@ int set_variable (object *op, char *buf) { - return 0; -#if 0 - int retval; - object_thawer thawer (0); + object_thawer thawer (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 + return parse_object (op, thawer, 0); } -/* 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(). @@ -1206,6 +1148,142 @@ void put (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_wiz, + KW_NULL, + KW_NULL, + KW_was_wiz, + 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_NULL, // was KW_treasure + 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_NULL, + 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_NULL, + KW_NULL, + KW_activate_on_push, + KW_activate_on_release, + KW_is_water, + KW_use_content_on_gen, + KW_NULL, + KW_is_buildable, + /* 110 */ + }; + int i; /* This saves the key/value lists. We do it first so that any @@ -1217,12 +1295,12 @@ 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. */ { @@ -1249,9 +1327,6 @@ 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->animation_id != tmp->animation_id) if (op->animation_id) { @@ -1352,10 +1427,10 @@ 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 (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++) @@ -1367,16 +1442,10 @@ * 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) +save_object (object_freezer &fp, object *op, int flag) { - archetype *at; - object *tmp, *old; - /* Even if the object does have an owner, it would seem that we should * still save it. */ @@ -1384,46 +1453,18 @@ return; /* If it is unpaid and we don't want to save those, just return. */ - if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) + if (!(flag & 1) && op->flag [FLAG_UNPAID]) return; - if ((at = op->arch) == NULL) - at = empty_archetype; + archetype *at = op->arch ? (archetype *)op->arch : empty_archetype; fp.put (KW_arch, at->name); - put (fp, op, &at->clone); /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ - old = NULL; - - 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"); - break; - } - - save_object (fp, tmp, flag); - old = tmp; - } - - if (!(flag & 2)) - { - remove_ob (op); - free_object (op); - } + for (object *tmp = op->inv; tmp; tmp = tmp->below) + save_object (fp, tmp, flag); fp.put (op); fprintf (fp, "end\n");