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/cvs/deliantra/server/common/loader.C
(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.78 by root, Mon May 7 06:01:47 2007 UTC vs.
Revision 1.92 by root, Tue Jul 10 05:51:37 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
260 * to check for objects to make sure there are no common errors. 259 * to check for objects to make sure there are no common errors.
261 */ 260 */
262void 261void
263object::post_load_check () 262object::post_load_check ()
264{ 263{
265 // as a kind of a hack, we now adjust the range, shield and combat slots 264 if (type >= NUM_TYPES)
265 {
266 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
267 type = 0;
268 }
269
266 switch (type) 270 switch (type)
267 { 271 {
268 case BOW: 272 case BOW:
269 case WAND: 273 case WAND:
270 case ROD: 274 case ROD:
271 case HORN: 275 case HORN:
272 case SKILL: // maybe have to think about this one, as skills get applied togethr with their governing weapons
273 case SKILL_TOOL:
274 if (slot [body_range].info != 1) 276 if (slot [body_range].info != -1)
275 { 277 {
276 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 278 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = 1; 279 slot [body_range].info = -1;
278 } 280 }
279 break; 281 break;
280 282
281 case WEAPON: 283 case WEAPON:
282 if (slot [body_combat].info != 1) 284 if (slot [body_combat].info != -1)
283 { 285 {
284 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 286 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = 1; 287 slot [body_combat].info = -1;
286 } 288 }
287 break; 289 break;
288 290
289 case SHIELD: 291 case SHIELD:
290 if (slot [body_shield].info != 1) 292 if (slot [body_shield].info != -1)
291 { 293 {
292 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 294 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = 1; 295 slot [body_shield].info = -1;
294 } 296 }
295 break; 297 break;
296 298
297 case PLAYER: 299 case PLAYER:
298 if (slot [body_shield].info != 1) 300 if (slot [body_shield].info != 1)
299 { 301 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 302 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1; 303 slot [body_shield].info = 1;
302 } 304 }
303 305
304 if (slot [body_combat].info != 1) 306 if (slot [body_combat].info != 1)
305 { 307 {
306 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_combat].info); 308 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1; 309 slot [body_combat].info = 1;
310 }
311
312 if (slot [body_range].info != 1)
313 {
314 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
315 slot [body_range].info = 1;
308 } 316 }
309 break; 317 break;
310 } 318 }
311 319
312 /* We do some specialised handling to handle legacy cases of name_pl. 320 /* We do some specialised handling to handle legacy cases of name_pl.
316 * also have to catch is if this object is not using the normal name for 324 * also have to catch is if this object is not using the normal name for
317 * the object. In that case, we also want to use the loaded name. 325 * the object. In that case, we also want to use the loaded name.
318 * Otherwise, what happens is that the the plural name will lose 326 * Otherwise, what happens is that the the plural name will lose
319 * information (appear as just 'hearts' and not 'goblins heart') 327 * information (appear as just 'hearts' and not 'goblins heart')
320 */ 328 */
321 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl) 329 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
322 name_pl = 0; 330 name_pl = 0;
323 331
324 if (!name_pl) 332 if (!name_pl)
325 name_pl = name; 333 name_pl = name;
326 334
327 /* objects now have a materialname. try to patch it in */ 335 /* objects now have a materialname. try to patch it in */
328 if (!(is_weapon () && level > 0)) 336 if (!(is_weapon () && level > 0))
329 {
330 if (map != NULL)
331 set_materialname (this, map->difficulty, NULL); 337 set_materialname (this, map ? map->difficulty : 5, 0);
332 else
333 set_materialname (this, 5, NULL);
334 }
335 338
336 /* only do these when program is first run - a bit 339 /* only do these when program is first run - a bit
337 * excessive to do this at every run - most of this is 340 * excessive to do this at every run - most of this is
338 * really just to catch any errors - program will still run, but 341 * really just to catch any errors - program will still run, but
339 * not in the ideal fashion. 342 * not in the ideal fashion.
380 * something that has item_power 1 is probably just fine if our calculated 383 * something that has item_power 1 is probably just fine if our calculated
381 * value is 1 or 2 - these values are small enough that hard to be precise. 384 * value is 1 or 2 - these values are small enough that hard to be precise.
382 * similarly, it item_power is 0, the first check will always pass, 385 * similarly, it item_power is 0, the first check will always pass,
383 * but not the second one. 386 * but not the second one.
384 */ 387 */
388#if 0 //TODO
385 if (ip > 2 * item_power && ip > (item_power + 3)) 389 if (ip > 2 * item_power && ip > (item_power + 3))
386 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 390 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
391#endif
387 } 392 }
388 393
389 /* Old spellcasting object - need to load in the appropiate object */ 394 /* Old spellcasting object - need to load in the appropiate object */
390 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 395 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
391 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 396 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
404 { 409 {
405 object *tmp = get_archetype_by_object_name (slaying); 410 object *tmp = get_archetype_by_object_name (slaying);
406 insert_ob_in_ob (tmp, this); 411 insert_ob_in_ob (tmp, this);
407 randomitems = NULL; /* So another spell isn't created for this object */ 412 randomitems = NULL; /* So another spell isn't created for this object */
408 /* without this, value is all screwed up */ 413 /* without this, value is all screwed up */
409 value = arch->clone.value * inv->value; 414 value = arch->value * inv->value;
410 } 415 }
411 416
412 if (QUERY_FLAG (this, FLAG_MONSTER)) 417 if (QUERY_FLAG (this, FLAG_MONSTER))
413 { 418 {
414 if (stats.hp > stats.maxhp) 419 if (stats.hp > stats.maxhp)
511 516
512next: ; 517next: ;
513 } 518 }
514} 519}
515 520
516#define GET_FLAG(op,flag) \ 521#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
517 if (f.get_sint32 ()) \
518 SET_FLAG (op, flag); \
519 else \
520 CLEAR_FLAG (op, flag) \
521 522
522bool 523bool
523object::parse_kv (object_thawer &f) 524object::parse_kv (object_thawer &f)
524{ 525{
525 object *op_inv = inv; 526 object *op_inv = inv;
770 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 771 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
771 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 772 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
772 773
773 break; 774 break;
774 775
775 case KW_wiz:
776 GET_FLAG (this, FLAG_WIZ);
777 //TODO: move to check_object
778 if (QUERY_FLAG (this, FLAG_WIZ))
779 {
780 SET_FLAG (this, FLAG_WAS_WIZ);
781 SET_FLAG (this, FLAG_WIZPASS);
782 SET_FLAG (this, FLAG_WIZCAST);
783 }
784 else
785 {
786 CLEAR_FLAG (this, FLAG_WIZPASS);
787 CLEAR_FLAG (this, FLAG_WIZCAST);
788 }
789 break;
790
791 case KW_friendly: 776 case KW_friendly:
792 if (f.get_sint32 ()) 777 if (f.get_bool ())
793 if (type != PLAYER) 778 if (type != PLAYER)
794 add_friendly_object (this); 779 add_friendly_object (this);
795 780
796 break; 781 break;
797 782
826 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 811 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
827 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 812 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
828 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 813 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
829 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 814 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
830 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 815 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
831 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
832 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 816 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
833 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 817 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
834 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 818 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
835 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 819 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
836 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 820 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
974 randomitems = 0; 958 randomitems = 0;
975 break; 959 break;
976 960
977 case KW_msg: 961 case KW_msg:
978 f.get_ml (KW_endmsg, msg); 962 f.get_ml (KW_endmsg, msg);
979 //TODO: allow longer messages
980 if (strlen (msg) >= HUGE_BUF)
981 {
982 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
983 msg = "ERROR, please report: string too long, winged.\n";
984 }
985 break; 963 break;
986 964
987 case KW_lore: 965 case KW_lore:
988 f.get_ml (KW_endlore, lore); 966 f.get_ml (KW_endlore, lore);
989 //TODO: allow longer messages
990 /* Just print a warning so we can be reasonably safe
991 * about not overflowing the buffer.
992 */
993 if (strlen (lore) > (HUGE_BUF / 2))
994 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
995 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
996 break; 967 break;
997 968
998 case KW_editable: 969 case KW_editable:
999 case KW_editor_folder: 970 case KW_editor_folder:
1000 break; 971 break;
1039 f.next (); 1010 f.next ();
1040 1011
1041 object *op = object::create (); 1012 object *op = object::create ();
1042 1013
1043 op->map = map; 1014 op->map = map;
1044 arch->clone.copy_to (op); 1015 arch->copy_to (op);
1045 // copy_to activates, this should be fixed properly 1016 // copy_to activates, this should be fixed properly
1046 op->deactivate (); 1017 op->deactivate ();
1047 1018
1048 if (!op->parse_kv (f)) 1019 if (!op->parse_kv (f))
1049 { 1020 {
1136 * the 15'th element of this array should match that name. 1107 * the 15'th element of this array should match that name.
1137 * If an entry is NULL, that is a flag not to loaded/saved. 1108 * If an entry is NULL, that is a flag not to loaded/saved.
1138 */ 1109 */
1139 static const keyword flag_names [NUM_FLAGS] = { 1110 static const keyword flag_names [NUM_FLAGS] = {
1140 KW_alive, 1111 KW_alive,
1141 KW_wiz,
1142 KW_NULL, 1112 KW_NULL,
1143 KW_NULL, 1113 KW_NULL,
1144 KW_was_wiz, 1114 KW_NULL,
1115 KW_NULL,
1145 KW_applied, 1116 KW_applied,
1146 KW_unpaid, 1117 KW_unpaid,
1147 KW_can_use_shield, 1118 KW_can_use_shield,
1148 KW_no_pick, 1119 KW_no_pick,
1149 KW_NULL, // walk_on 1120 KW_NULL, // walk_on
1311 if (op->animation_id) 1282 if (op->animation_id)
1312 { 1283 {
1313 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1284 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1314 1285
1315 if (!QUERY_FLAG (op, FLAG_ANIMATE)) 1286 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1316 f.put (KW_is_animated, (sint32) 0); 1287 f.put (KW_is_animated, (sint32)0);
1317 } 1288 }
1318 else 1289 else
1319 f.put (KW_animation, (const char *) 0); 1290 f.put (KW_animation, (const char *)0);
1320 1291
1321 CMP_OUT2 (str, stats.Str); 1292 CMP_OUT2 (str, stats.Str);
1322 CMP_OUT2 (dex, stats.Dex); 1293 CMP_OUT2 (dex, stats.Dex);
1323 CMP_OUT2 (con, stats.Con); 1294 CMP_OUT2 (con, stats.Con);
1324 CMP_OUT2 (wis, stats.Wis); 1295 CMP_OUT2 (wis, stats.Wis);
1432 if (owner) 1403 if (owner)
1433 return true; 1404 return true;
1434 1405
1435 archetype *at = arch ? (archetype *)arch : empty_archetype; 1406 archetype *at = arch ? (archetype *)arch : empty_archetype;
1436 1407
1437 f.put (KW_arch, at->name); 1408 f.put (KW_arch, at->archname);
1438 write_diff (f, this, &at->clone); 1409 write_diff (f, this, at);
1439 1410
1440 for (object *tmp = inv; tmp; tmp = tmp->below) 1411 for (object *tmp = inv; tmp; tmp = tmp->below)
1441 tmp->write (f); 1412 tmp->write (f);
1442 1413
1443 f.put (this); 1414 f.put (this);

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