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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.18 by root, Fri Sep 15 00:31:36 2006 UTC vs.
Revision 1.41 by root, Sun Jan 7 23:10:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 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
26 variable. */ 27 variable. */
27 28
28 29
29#include <global.h> 30#include <global.h>
30#include <loader.h> 31#include <loader.h>
31#include <newserver.h>
32#include <sproto.h> 32#include <sproto.h>
33 33
34/* Maps the MOVE_* values to names */ 34/* Maps the MOVE_* values to names */
35static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL }; 35static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL };
36 36
264static void 264static void
265check_loaded_object (object *op) 265check_loaded_object (object *op)
266{ 266{
267 int ip; 267 int ip;
268 268
269 /* We do some specialized handling to handle legacy cases of name_pl. 269 /* We do some specialised handling to handle legacy cases of name_pl.
270 * If the object doesn't have a name_pl, we just use the object name - 270 * If the object doesn't have a name_pl, we just use the object name -
271 * this isn't perfect (things won't be properly pluralized), but works to 271 * this isn't perfect (things won't be properly pluralised), but works to
272 * that degree (5 heart is still quite understandable). But the case we 272 * that degree (5 heart is still quite understandable). But the case we
273 * also have to catch is if this object is not using the normal name for 273 * also have to catch is if this object is not using the normal name for
274 * the object. In that case, we also want to use the loaded name. 274 * the object. In that case, we also want to use the loaded name.
275 * Otherwise, what happens is that the the plural name will lose 275 * Otherwise, what happens is that the the plural name will lose
276 * information (appear as just 'hearts' and not 'goblins heart') 276 * information (appear as just 'hearts' and not 'goblins heart')
280 280
281 if (!op->name_pl) 281 if (!op->name_pl)
282 op->name_pl = op->name; 282 op->name_pl = op->name;
283 283
284 /* objects now have a materialname. try to patch it in */ 284 /* objects now have a materialname. try to patch it in */
285 if (!(IS_WEAPON (op) && op->level > 0)) 285 if (!(op->is_weapon () && op->level > 0))
286 { 286 {
287 if (op->map != NULL) 287 if (op->map != NULL)
288 set_materialname (op, op->map->difficulty, NULL); 288 set_materialname (op, op->map->difficulty, NULL);
289 else 289 else
290 set_materialname (op, 5, NULL); 290 set_materialname (op, 5, NULL);
321 { 321 {
322 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 322 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ());
323 op->gen_sp_armour = op->last_heal; 323 op->gen_sp_armour = op->last_heal;
324 op->last_heal = 0; 324 op->last_heal = 0;
325 } 325 }
326 if (editor) 326
327 ip = 0;
328 else
329 ip = calc_item_power (op, 0); 327 ip = calc_item_power (op, 0);
330 /* Legacy objects from before item power was in the game */ 328 /* Legacy objects from before item power was in the game */
331 if (!op->item_power && ip) 329 if (!op->item_power && ip)
332 { 330 {
333 if (ip > 3) 331 if (ip > 3)
334 { 332 {
488 SET_FLAG (op, flag); \ 486 SET_FLAG (op, flag); \
489 else \ 487 else \
490 CLEAR_FLAG (op, flag) \ 488 CLEAR_FLAG (op, flag) \
491 489
492int 490int
493parse_object (object *op, object_thawer & thawer, int map_flags) 491parse_object (object *op, object_thawer &thawer, int map_flags)
494{ 492{
495 bool ismore = 0; 493 bool ismore = 0;
496 object *op_inv = op->inv; 494 object *op_inv = op->inv;
497 495
498 for (;;) 496 for (;;)
503 { 501 {
504 case KW_Object: // uppercase alias 502 case KW_Object: // uppercase alias
505 case KW_object: 503 case KW_object:
506 thawer.get (op->name); 504 thawer.get (op->name);
507 505
508 if (op->arch != NULL) 506 if (op->arch)
509 op->arch->name = op->name; 507 op->arch->name = op->name;
510 508
511 break; 509 break;
512 510
513 case KW_uuid: 511 case KW_uuid:
552 */ 550 */
553 archetype *arch = archetype::find (str); 551 archetype *arch = archetype::find (str);
554 552
555 object *tmp; 553 object *tmp;
556 554
557 if (arch != NULL) 555 if (arch)
558 tmp = arch_to_object (arch); 556 tmp = arch_to_object (arch);
559 else 557 else
560 { 558 {
561 tmp = get_object (); 559 tmp = object::create ();
562 /* record the name of the broken object */ 560 /* record the name of the broken object */
563 tmp->name = str; 561 tmp->name = str;
564 } 562 }
563
564 // decativate the object we, as we are still going
565 // to read the speed value. Objects should be activated
566 // when the map, object or player is completly loaded.
567 tmp->deactivate ();
565 568
566 parse_object (tmp, thawer, map_flags); 569 parse_object (tmp, thawer, map_flags);
567 570
568 if (tmp->arch) 571 if (tmp->arch)
569 { 572 {
593 op_inv = tmp; 596 op_inv = tmp;
594 } 597 }
595 else 598 else
596 { 599 {
597 LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)"); 600 LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)");
598 free_object (tmp); 601 tmp->destroy ();
599 } 602 }
600 } 603 }
601 else 604 else
602 { 605 {
603 /* This is the actual archetype definition then */ 606 /* This is the actual archetype definition then */
604 op->arch = archetype::find (str); 607 op->arch = archetype::find (str);
605 608
606 if (op->arch != NULL) 609 if (op->arch)
607 copy_object (&op->arch->clone, op); 610 {
611 op->arch->clone.copy_to (op);
612 // copy_to activates, this should be fixed properly
613 op->deactivate ();
614 }
608 else if (!arch_init) 615 else if (!arch_init)
609 /* record the name of the broken object */ 616 /* record the name of the broken object */
610 op->name = str; 617 op->name = str;
611 } 618 }
612 } 619 }
642 649
643 case KW_speed: 650 case KW_speed:
644 thawer.get (op->speed); 651 thawer.get (op->speed);
645 652
646 //TODO: maybe do in check_object 653 //TODO: maybe do in check_object
647 if (!(map_flags & MAP_STYLE)) 654 // removed check for style maps
648 {
649 if (op->speed < 0) 655 if (op->speed < 0)
650 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; 656 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0;
651
652 update_ob_speed (op);
653 }
654 657
655 break; 658 break;
656 659
657 case KW_slow_move: 660 case KW_slow_move:
658 op->move_slow |= MOVE_WALK; 661 op->move_slow |= MOVE_WALK;
826 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; 829 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break;
827 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; 830 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break;
828 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; 831 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break;
829 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; 832 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break;
830 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; 833 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break;
831 case KW_treasure: GET_FLAG (op, FLAG_TREASURE); break;
832 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; 834 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break;
833 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break; 835 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break;
834 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break; 836 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break;
835 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break; 837 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break;
836 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break; 838 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break;
864 case KW_can_use_bow: GET_FLAG (op, FLAG_USE_BOW); break; 866 case KW_can_use_bow: GET_FLAG (op, FLAG_USE_BOW); break;
865 case KW_can_use_armour: GET_FLAG (op, FLAG_USE_ARMOUR); break; 867 case KW_can_use_armour: GET_FLAG (op, FLAG_USE_ARMOUR); break;
866 case KW_can_use_weapon: GET_FLAG (op, FLAG_USE_WEAPON); break; 868 case KW_can_use_weapon: GET_FLAG (op, FLAG_USE_WEAPON); break;
867 case KW_can_use_ring: GET_FLAG (op, FLAG_USE_RING); break; 869 case KW_can_use_ring: GET_FLAG (op, FLAG_USE_RING); break;
868 case KW_has_ready_bow: GET_FLAG (op, FLAG_READY_BOW); break; 870 case KW_has_ready_bow: GET_FLAG (op, FLAG_READY_BOW); break;
871 case KW_has_ready_range: GET_FLAG (op, FLAG_READY_RANGE); break;
869 case KW_xrays: GET_FLAG (op, FLAG_XRAYS); break; 872 case KW_xrays: GET_FLAG (op, FLAG_XRAYS); break;
870 case KW_is_floor: GET_FLAG (op, FLAG_IS_FLOOR); break; 873 case KW_is_floor: GET_FLAG (op, FLAG_IS_FLOOR); break;
871 case KW_lifesave: GET_FLAG (op, FLAG_LIFESAVE); break; 874 case KW_lifesave: GET_FLAG (op, FLAG_LIFESAVE); break;
872 case KW_no_strength: GET_FLAG (op, FLAG_NO_STRENGTH); break; 875 case KW_no_strength: GET_FLAG (op, FLAG_NO_STRENGTH); break;
873 case KW_sleep: GET_FLAG (op, FLAG_SLEEP); break; 876 case KW_sleep: GET_FLAG (op, FLAG_SLEEP); break;
902 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; 905 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break;
903 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; 906 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break;
904 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; 907 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break;
905 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; 908 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break;
906 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; 909 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break;
910 case KW_destroy_on_death: GET_FLAG (op, FLAG_DESTROY_ON_DEATH); break;
907 911
908 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; 912 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break;
909 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; 913 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break;
910 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; 914 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break;
911 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; 915 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break;
981 case KW_randomitems: 985 case KW_randomitems:
982 op->randomitems = find_treasurelist (thawer.get_str ()); 986 op->randomitems = find_treasurelist (thawer.get_str ());
983 break; 987 break;
984 988
985 case KW_msg: 989 case KW_msg:
986 {
987 thawer.get_ml (KW_endmsg, op->msg); 990 thawer.get_ml (KW_endmsg, op->msg);
988 //TODO: allow longer messages 991 //TODO: allow longer messages
989 if (strlen (op->msg) >= HUGE_BUF) 992 if (strlen (op->msg) >= HUGE_BUF)
990 { 993 {
991 LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); 994 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg);
992 op->msg = "ERROR, please report: string too long, winged.\n"; 995 op->msg = "ERROR, please report: string too long, winged.\n";
993 } 996 }
994 }
995 break; 997 break;
996 998
997 case KW_lore: 999 case KW_lore:
998 {
999 shstr msgbuf;
1000
1001 thawer.get_ml (KW_endlore, op->lore); 1000 thawer.get_ml (KW_endlore, op->lore);
1002 //TODO: allow longer messages 1001 //TODO: allow longer messages
1003 /* Just print a warning so we can be reasonably safe 1002 /* Just print a warning so we can be reasonably safe
1004 * about not overflowing the buffer. 1003 * about not overflowing the buffer.
1005 */ 1004 */
1006 if (strlen (op->lore) > (HUGE_BUF / 2)) 1005 if (strlen (op->lore) > (HUGE_BUF / 2))
1007 LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", 1006 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
1008 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 1007 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1009 }
1010 break; 1008 break;
1011 1009
1012 case KW_editable: 1010 case KW_editable:
1013 case KW_editor_folder: 1011 case KW_editor_folder:
1014 break; 1012 break;
1031 1029
1032 case KW_EOF: 1030 case KW_EOF:
1033 return LL_EOF; 1031 return LL_EOF;
1034 1032
1035 case KW_ERROR: 1033 case KW_ERROR:
1036 set_ob_key_value (op, thawer.line, thawer.last_value, true); 1034 set_ob_key_value (op, thawer.last_keyword, thawer.last_value, true);
1037 //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D 1035 //fprintf (stderr, "addkv(%s,%s)\n", thawer.last_keyword, thawer.last_value);//D
1038
1039 //TODO: skip line, ugly, factor parsing better
1040 if (thawer.last_value)
1041 thawer.line = thawer.last_value;
1042
1043 thawer.line += strlen (thawer.line) + 1;
1044
1045 break; 1036 break;
1046 1037
1047 default: 1038 default:
1048 LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]); 1039 LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]);
1049 break; 1040 break;
1063 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should 1054 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
1064 * be reset. 1055 * be reset.
1065 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) 1056 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
1066 * 1057 *
1067 */ 1058 */
1068
1069int 1059int
1070load_object (object_thawer & fp, object *op, int map_flags) 1060load_object (object_thawer &fp, object *op, int map_flags)
1071{ 1061{
1062 coroapi::cede_every (1000); // cede once in a while
1063
1072 return parse_object (op, fp, map_flags); 1064 return parse_object (op, fp, map_flags);
1073} 1065}
1074
1075 1066
1076/* This takes a buffer, scans it for variables, and sets those variables 1067/* This takes a buffer, scans it for variables, and sets those variables
1077 * as appropriate in op. 1068 * as appropriate in op.
1078 * 1069 *
1079 * This function appears to be used in only 2 places - in crossedit to 1070 * This function appears to be used in only 2 places - in crossedit to
1080 * override values and in c_wiz to mutate values. 1071 * override values and in c_wiz to mutate values.
1081 */ 1072 */
1082int 1073int
1083set_variable (object *op, char *buf) 1074set_variable (object *op, char *buf)
1084{ 1075{
1085 return 0;
1086#if 0
1087 int retval;
1088 object_thawer thawer (0); 1076 object_thawer thawer (buf, (AV *)0);
1089 1077
1090 strcpy (msgbuf, "");
1091 strcpy (lorebuf, "");
1092 retval = parse_object (op, thawer, 0); 1078 return parse_object (op, thawer, 0);
1093 yy_switch_to_buffer (yycurbuf);
1094 yy_delete_buffer (yybufstate);
1095 yy_pop_state ();
1096 return retval;
1097#endif
1098} 1079}
1099
1100/* This array equates the FLAG_ values with the V_ values. Use -1 to
1101 * put gaps in the array that should not be processed.
1102 * The order matches the order of the define values in 'define.h'.
1103 */
1104
1105/* This is a list of pointers that correspond to the FLAG_.. values.
1106 * This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
1107 * the 15'th element of this array should match that name.
1108 * If an entry is NULL, that is a flag not to loaded/saved.
1109 */
1110static const char *const flag_names[NUM_FLAGS + 1] = {
1111 "alive", "wiz", NULL, NULL, "was_wiz", "applied", "unpaid",
1112 "can_use_shield", "no_pick", NULL /* walk_on */ , NULL /* no_pass */ , /* 10 */
1113 "is_animated", NULL /* slow_move */ ,
1114 NULL /* flying */ , "monster", "friendly", "generator",
1115 "is_thrown", "auto_apply", "treasure", "player sold", /* 20 */
1116 "see_invisible", "can_roll", "overlay_floor",
1117 "is_turnable", NULL /* walk_off */ , NULL /* fly_on */ ,
1118 NULL /*fly_off */ , "is_used_up", "identified", "reflecting", /* 30 */
1119 "changing", "splitting", "hitback", "startequip",
1120 "blocksview", "undead", "scared", "unaggressive",
1121 "reflect_missile", "reflect_spell", /* 40 */
1122 "no_magic", "no_fix_player", "is_lightable", "tear_down",
1123 "run_away", NULL /*pass_thru */ , NULL /*can_pass_thru */ ,
1124 "pick_up", "unique", "no_drop", /* 50 */
1125 NULL /* wizcast */ , "can_cast_spell", "can_use_scroll", "can_use_range",
1126 "can_use_bow", "can_use_armour", "can_use_weapon",
1127 "can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */
1128 "xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep",
1129 "stand_still", "random_move", "only_attack", "confused", /* 70 */
1130 "stealth", NULL, NULL, "cursed", "damned",
1131 "see_anywhere", "known_magical", "known_cursed",
1132 "can_use_skill", "been_applied", /* 80 */
1133 "has_ready_scroll", "can_use_rod", NULL,
1134 "can_use_horn", "make_invisible", "inv_locked", "is_wooded",
1135 "is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */
1136 "no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron",
1137 "is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */
1138 "no_attack", "no_damage", NULL, NULL, "activate_on_push",
1139 "activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */
1140 NULL
1141};
1142
1143 1080
1144/* 1081/*
1145 * Initialises the array of variable-names. Needed before any 1082 * Initialises the array of variable-names. Needed before any
1146 * objects can be loaded. Called by init_library(). 1083 * objects can be loaded. Called by init_library().
1147 */ 1084 */
1204 1141
1205// compare *op against *tmp and output differences 1142// compare *op against *tmp and output differences
1206void 1143void
1207put (object_freezer &f, object *op, object *tmp) 1144put (object_freezer &f, object *op, object *tmp)
1208{ 1145{
1146 static const keyword resist_save[NROFATTACKS] = {
1147# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1148# include "attackinc.h"
1149# undef def
1150 };
1151
1152 /* This is a list of keywords that correspond to the FLAG_.. values.
1153 * This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
1154 * the 15'th element of this array should match that name.
1155 * If an entry is NULL, that is a flag not to loaded/saved.
1156 */
1157 static const keyword flag_names [NUM_FLAGS] = {
1158 KW_alive,
1159 KW_wiz,
1160 KW_NULL,
1161 KW_NULL,
1162 KW_was_wiz,
1163 KW_applied,
1164 KW_unpaid,
1165 KW_can_use_shield,
1166 KW_no_pick,
1167 KW_NULL, // walk_on
1168 KW_NULL, // no_pass
1169 /* 10 */
1170 KW_is_animated,
1171 KW_NULL, // slow_move
1172 KW_NULL, // flying
1173 KW_monster,
1174 KW_friendly,
1175 KW_generator,
1176 KW_is_thrown,
1177 KW_auto_apply,
1178 KW_NULL, // was KW_treasure
1179 KW_player_sold,
1180 /* 20 */
1181 KW_see_invisible,
1182 KW_can_roll,
1183 KW_overlay_floor,
1184 KW_is_turnable,
1185 KW_NULL, // walk_off
1186 KW_NULL, // fly_on
1187 KW_NULL, // fly_off
1188 KW_is_used_up,
1189 KW_identified,
1190 KW_reflecting,
1191 /* 30 */
1192 KW_changing,
1193 KW_splitting,
1194 KW_hitback,
1195 KW_startequip,
1196 KW_blocksview,
1197 KW_undead,
1198 KW_scared,
1199 KW_unaggressive,
1200 KW_reflect_missile,
1201 KW_reflect_spell,
1202 /* 40 */
1203 KW_no_magic,
1204 KW_no_fix_player,
1205 KW_is_lightable,
1206 KW_tear_down,
1207 KW_run_away,
1208 KW_NULL, // pass_thru
1209 KW_NULL, // an_pass_thru
1210 KW_pick_up,
1211 KW_unique,
1212 KW_no_drop,
1213 /* 50 */
1214 KW_NULL, // wizcast
1215 KW_can_cast_spell,
1216 KW_can_use_scroll,
1217 KW_can_use_range,
1218 KW_can_use_bow,
1219 KW_can_use_armour,
1220 KW_can_use_weapon,
1221 KW_can_use_ring,
1222 KW_has_ready_range,
1223 KW_has_ready_bow,
1224 /* 60 */
1225 KW_xrays,
1226 KW_NULL,
1227 KW_is_floor,
1228 KW_lifesave,
1229 KW_no_strength,
1230 KW_sleep,
1231 KW_stand_still,
1232 KW_random_move,
1233 KW_only_attack,
1234 KW_confused,
1235 /* 70 */
1236 KW_stealth,
1237 KW_NULL,
1238 KW_NULL,
1239 KW_cursed,
1240 KW_damned,
1241 KW_see_anywhere,
1242 KW_known_magical,
1243 KW_known_cursed,
1244 KW_can_use_skill,
1245 KW_been_applied,
1246 /* 80 */
1247 KW_has_ready_scroll,
1248 KW_can_use_rod,
1249 KW_NULL,
1250 KW_can_use_horn,
1251 KW_make_invisible,
1252 KW_inv_locked,
1253 KW_is_wooded,
1254 KW_is_hilly,
1255 KW_has_ready_skill,
1256 KW_has_ready_weapon,
1257 /* 90 */
1258 KW_no_skill_ident,
1259 KW_is_blind,
1260 KW_can_see_in_dark,
1261 KW_is_cauldron,
1262 KW_NULL,
1263 KW_no_steal,
1264 KW_one_hit,
1265 KW_NULL,
1266 KW_berserk,
1267 KW_neutral,
1268 /* 100 */
1269 KW_no_attack,
1270 KW_no_damage,
1271 KW_NULL,
1272 KW_NULL,
1273 KW_activate_on_push,
1274 KW_activate_on_release,
1275 KW_is_water,
1276 KW_use_content_on_gen,
1277 KW_NULL,
1278 KW_is_buildable,
1279 /* 110 */
1280 KW_destroy_on_death,
1281 };
1282
1209 int i; 1283 int i;
1210 1284
1211 /* This saves the key/value lists. We do it first so that any 1285 /* This saves the key/value lists. We do it first so that any
1212 * keys that match field names will be overwritten by the loader. 1286 * keys that match field names will be overwritten by the loader.
1213 */ 1287 */
1215 { 1289 {
1216 /* Find the field in the opposing member. */ 1290 /* Find the field in the opposing member. */
1217 key_value *arch_field = get_ob_key_link (tmp, my_field->key); 1291 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1218 1292
1219 /* If there's no partnering field, or it's got a different value, save our field. */ 1293 /* If there's no partnering field, or it's got a different value, save our field. */
1220 if (arch_field == NULL || my_field->value != arch_field->value) 1294 if (!arch_field || my_field->value != arch_field->value)
1221 f.put (my_field->key, my_field->value); 1295 f.put (my_field->key, my_field->value);
1222 } 1296 }
1223 1297
1224 /* We don't need to worry about the arch's extra fields - they 1298 /* We don't need to worry about the arch's extra fields - they
1225 * will get taken care of the copy_object function. 1299 * will get taken care of the copy_to method.
1226 */ 1300 */
1227 1301
1228 { 1302 {
1229 char uids[64]; 1303 char uids[64];
1230 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq); 1304 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1246 if (op->lore != tmp->lore) 1320 if (op->lore != tmp->lore)
1247 f.put (KW_lore, KW_endlore, op->lore); 1321 f.put (KW_lore, KW_endlore, op->lore);
1248 1322
1249 CMP_OUT (other_arch); 1323 CMP_OUT (other_arch);
1250 CMP_OUT (face); 1324 CMP_OUT (face);
1251
1252 if (!op->face || !op->face->name)
1253 printf ("ERRFACE<%s,%s, face %p,%p, fname%s>\n", &tmp->name, &op->name, tmp->face, op->face, op->face ? &op->face->name : "<noface>"); //D
1254 1325
1255 if (op->animation_id != tmp->animation_id) 1326 if (op->animation_id != tmp->animation_id)
1256 if (op->animation_id) 1327 if (op->animation_id)
1257 { 1328 {
1258 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1329 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1350 CMP_OUT (move_on); 1421 CMP_OUT (move_on);
1351 CMP_OUT (move_off); 1422 CMP_OUT (move_off);
1352 CMP_OUT (move_slow); 1423 CMP_OUT (move_slow);
1353 CMP_OUT (move_slow_penalty); 1424 CMP_OUT (move_slow_penalty);
1354 1425
1355 if (!COMPARE_FLAGS (op, tmp)) 1426 if (op->flag != tmp->flag)
1356 for (i = 0; i <= NUM_FLAGS; i++) 1427 for (i = 0; i <= NUM_FLAGS; i++)
1357 if (flag_names[i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) 1428 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1358 f.put (flag_names[i], QUERY_FLAG (op, i) ? "1" : "0"); 1429 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1359 1430
1360 /* Save body locations */ 1431 /* Save body locations */
1361 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1432 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1362 if (op->body_info[i] != tmp->body_info[i]) 1433 if (op->body_info[i] != tmp->body_info[i])
1363 f.put (body_locations[i].save_name, op->body_info[i]); 1434 f.put (body_locations[i].save_name, op->body_info[i]);
1365 1436
1366/* 1437/*
1367 * Dumps all variables in an object to a file. 1438 * Dumps all variables in an object to a file.
1368 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1439 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1369 * the only place this is not set is when saving the player. 1440 * the only place this is not set is when saving the player.
1370 * If bit 1 of flag is set, don't remove the object after save. As of now,
1371 * all of the callers are setting this.
1372 */ 1441 */
1373
1374void 1442void
1375save_object (object_freezer & fp, object *op, int flag) 1443save_object (object_freezer &fp, object *op, int flag)
1376{ 1444{
1377 archetype *at;
1378 object *tmp, *old;
1379
1380 /* Even if the object does have an owner, it would seem that we should 1445 /* Even if the object does have an owner, it would seem that we should
1381 * still save it. 1446 * still save it.
1382 */ 1447 */
1383 if (op->owner) 1448 if (op->owner)
1384 return; 1449 return;
1385 1450
1386 /* If it is unpaid and we don't want to save those, just return. */ 1451 /* If it is unpaid and we don't want to save those, just return. */
1387 if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) 1452 if (!(flag & 1) && op->flag [FLAG_UNPAID])
1388 return; 1453 return;
1389 1454
1390 if ((at = op->arch) == NULL) 1455 archetype *at = op->arch ? (archetype *)op->arch : empty_archetype;
1391 at = empty_archetype;
1392 1456
1393 fp.put (KW_arch, at->name); 1457 fp.put (KW_arch, at->name);
1394
1395 put (fp, op, &at->clone); 1458 put (fp, op, &at->clone);
1396 1459
1397 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ 1460 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
1398 1461
1399 old = NULL;
1400
1401 if (flag & 2)
1402 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1462 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1403 save_object (fp, tmp, flag); 1463 save_object (fp, tmp, flag);
1404 else
1405 /* Slightly different logic because tmp/op will be removed by
1406 * the save_object we call. So we just keep looking at op->inv
1407 * until there is nothing left. In theory, the variable old
1408 * should not be needed, as recursive loops shouldn't happen.
1409 */
1410 while ((tmp = op->inv) != NULL)
1411 {
1412 if (old == tmp)
1413 {
1414 LOG (llevError, " Recursive loop in inventory\n");
1415 break;
1416 }
1417
1418 save_object (fp, tmp, flag);
1419 old = tmp;
1420 }
1421
1422 if (!(flag & 2))
1423 {
1424 remove_ob (op);
1425 free_object (op);
1426 }
1427 1464
1428 fp.put (op); 1465 fp.put (op);
1429 fprintf (fp, "end\n"); 1466 fp.put (KW_end);
1430} 1467}
1431 1468

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