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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.78 by root, Mon May 7 06:01:47 2007 UTC vs.
Revision 1.101 by root, Tue Sep 4 18:20:35 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. */
29#include <global.h> 28#include <global.h>
30#include <loader.h> 29#include <loader.h>
31#include <sproto.h> 30#include <sproto.h>
32 31
33///////////////////////////////////////////////////////////////////////////// 32/////////////////////////////////////////////////////////////////////////////
33
34extern archetype *loading_arch;
34 35
35/* This table is only necessary to convert objects that existed before the 36/* This table is only necessary to convert objects that existed before the
36 * spell object conversion to the new object. It was not practical 37 * spell object conversion to the new object. It was not practical
37 * to go through every mapping looking for every potion, rod, wand, etc 38 * to go through every mapping looking for every potion, rod, wand, etc
38 * that had a sp set and update to the new value. So this maps the 39 * that had a sp set and update to the new value. So this maps the
250 "spell_cause_rabies", /* 204 */ 251 "spell_cause_rabies", /* 204 */
251 "spell_glyph", /* 205 */ 252 "spell_glyph", /* 205 */
252 NULL 253 NULL
253}; 254};
254 255
255extern bool loading_arch;
256
257/* This function checks the object after it has been loaded (when we 256/* This function checks the object after it has been loaded (when we
258 * get the 'end' in the input stream). This function can be used to 257 * get the 'end' in the input stream). This function can be used to
259 * deal with legacy objects where fields may have changed. It can also be used 258 * deal with legacy objects where fields may have changed. It can also be used
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 */
392 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) 397 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
393 { 398 {
394 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 399 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
395 * in that spell was stored in sp. 400 * in that spell was stored in sp.
396 */ 401 */
397 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 402 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
398 insert_ob_in_ob (tmp, this); 403 insert_ob_in_ob (tmp, this);
399 randomitems = NULL; /* So another spell isn't created for this object */ 404 randomitems = NULL; /* So another spell isn't created for this object */
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;
600 601
601 if (!other_arch) 602 if (!other_arch)
602 LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ()); 603 LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ());
603 break; 604 break;
604 605
606 case KW_owner:
607 f.delayed_deref (this, owner, f.get_str ());
608 break;
609
605 case KW_animation: 610 case KW_animation:
606 { 611 {
607 CLEAR_FLAG (this, FLAG_ANIMATE); 612 CLEAR_FLAG (this, FLAG_ANIMATE);
608 animation_id = 0; 613 animation_id = 0;
609 614
634 f.get (move_slow_penalty); 639 f.get (move_slow_penalty);
635 break; 640 break;
636 641
637 case KW_face: 642 case KW_face:
638 face = face_find (f.get_str ()); 643 face = face_find (f.get_str ());
644 break;
645
646 case KW_sound:
647 sound = sound_find (f.get_str ());
648 if (!sound)
649 f.parse_warn ("sound not found");
650 break;
651
652 case KW_sound_destroy:
653 sound_destroy = sound_find (f.get_str ());
654 if (!sound_destroy)
655 f.parse_warn ("sound not found");
639 break; 656 break;
640 657
641 case KW_x: f.get (x); break; 658 case KW_x: f.get (x); break;
642 case KW_y: f.get (y); break; 659 case KW_y: f.get (y); break;
643 660
770 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 787 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
771 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 788 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
772 789
773 break; 790 break;
774 791
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: 792 case KW_friendly:
792 if (f.get_sint32 ()) 793 if (f.get_bool ())
793 if (type != PLAYER) 794 if (type != PLAYER)
794 add_friendly_object (this); 795 add_friendly_object (this);
795 796
796 break; 797 break;
797 798
826 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 827 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
827 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 828 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
828 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 829 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
829 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 830 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
830 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 831 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; 832 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; 833 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
834 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 834 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
835 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 835 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; 836 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
974 randomitems = 0; 974 randomitems = 0;
975 break; 975 break;
976 976
977 case KW_msg: 977 case KW_msg:
978 f.get_ml (KW_endmsg, msg); 978 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; 979 break;
986 980
987 case KW_lore: 981 case KW_lore:
988 f.get_ml (KW_endlore, lore); 982 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; 983 break;
997 984
998 case KW_editable: 985 case KW_editable:
999 case KW_editor_folder: 986 case KW_editor_folder:
1000 break; 987 break;
1039 f.next (); 1026 f.next ();
1040 1027
1041 object *op = object::create (); 1028 object *op = object::create ();
1042 1029
1043 op->map = map; 1030 op->map = map;
1044 arch->clone.copy_to (op); 1031 arch->copy_to (op);
1045 // copy_to activates, this should be fixed properly 1032 // copy_to activates, this should be fixed properly
1046 op->deactivate (); 1033 op->deactivate ();
1047 1034
1048 if (!op->parse_kv (f)) 1035 if (!op->parse_kv (f))
1049 { 1036 {
1064int 1051int
1065set_variable (object *op, char *buf) 1052set_variable (object *op, char *buf)
1066{ 1053{
1067 object_thawer f (buf, (AV *)0); 1054 object_thawer f (buf, (AV *)0);
1068 1055
1069 f.next ();
1070 return op->parse_kv (f); 1056 return op->parse_kv (f);
1071} 1057}
1072 1058
1073/* This returns a string of the integer movement type */ 1059/* This returns a string of the integer movement type */
1074#if 0 1060#if 0
1136 * the 15'th element of this array should match that name. 1122 * 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. 1123 * If an entry is NULL, that is a flag not to loaded/saved.
1138 */ 1124 */
1139 static const keyword flag_names [NUM_FLAGS] = { 1125 static const keyword flag_names [NUM_FLAGS] = {
1140 KW_alive, 1126 KW_alive,
1141 KW_wiz,
1142 KW_NULL, 1127 KW_NULL,
1143 KW_NULL, 1128 KW_NULL,
1144 KW_was_wiz, 1129 KW_NULL,
1130 KW_NULL,
1145 KW_applied, 1131 KW_applied,
1146 KW_unpaid, 1132 KW_unpaid,
1147 KW_can_use_shield, 1133 KW_can_use_shield,
1148 KW_no_pick, 1134 KW_no_pick,
1149 KW_NULL, // walk_on 1135 KW_NULL, // walk_on
1286 char uids[64]; 1272 char uids[64];
1287 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq); 1273 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1288 f.put (KW_uuid, (const char *)uids); 1274 f.put (KW_uuid, (const char *)uids);
1289 } 1275 }
1290 1276
1291#define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) 1277#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
1292#define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) 1278#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
1279
1280 if (object *owner = op->owner)
1281 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1293 1282
1294 CMP_OUT (name); 1283 CMP_OUT (name);
1295 CMP_OUT (name_pl); 1284 CMP_OUT (name_pl);
1296 CMP_OUT (custom_name); 1285 CMP_OUT (custom_name);
1297 CMP_OUT (title); 1286 CMP_OUT (title);
1298 CMP_OUT (race); 1287 CMP_OUT (race);
1299 CMP_OUT (slaying); 1288 CMP_OUT (slaying);
1300
1301 if (op->msg != tmp->msg)
1302 f.put (KW_msg, KW_endmsg, op->msg);
1303 if (op->lore != tmp->lore)
1304 f.put (KW_lore, KW_endlore, op->lore);
1305
1306 CMP_OUT (other_arch); 1289 CMP_OUT (other_arch);
1307 1290
1291 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1292 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1293
1308 if (op->face != tmp->face) f.put (KW_face, op->face ? &faces [op->face] : 0); 1294 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1295 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1296 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1309 1297
1310 if (op->animation_id != tmp->animation_id) 1298 if (op->animation_id != tmp->animation_id)
1311 if (op->animation_id) 1299 if (op->animation_id)
1312 { 1300 {
1313 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1301 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1314 1302
1315 if (!QUERY_FLAG (op, FLAG_ANIMATE)) 1303 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1316 f.put (KW_is_animated, (sint32) 0); 1304 f.put (KW_is_animated, (sint32)0);
1317 } 1305 }
1318 else 1306 else
1319 f.put (KW_animation, (const char *) 0); 1307 f.put (KW_animation, (const char *)0);
1320 1308
1321 CMP_OUT2 (str, stats.Str); 1309 CMP_OUT2 (str, stats.Str);
1322 CMP_OUT2 (dex, stats.Dex); 1310 CMP_OUT2 (dex, stats.Dex);
1323 CMP_OUT2 (con, stats.Con); 1311 CMP_OUT2 (con, stats.Con);
1324 CMP_OUT2 (wis, stats.Wis); 1312 CMP_OUT2 (wis, stats.Wis);
1355 CMP_OUT (type); 1343 CMP_OUT (type);
1356 CMP_OUT (subtype); 1344 CMP_OUT (subtype);
1357 CMP_OUT (attacktype); 1345 CMP_OUT (attacktype);
1358 1346
1359 for (i = 0; i < NROFATTACKS; i++) 1347 for (i = 0; i < NROFATTACKS; i++)
1360 if (op->resist[i] != tmp->resist[i]) 1348 if (expect_false (op->resist[i] != tmp->resist[i]))
1361 f.put (resist_save[i], op->resist[i]); 1349 f.put (resist_save[i], op->resist[i]);
1362 1350
1363 CMP_OUT (path_attuned); 1351 CMP_OUT (path_attuned);
1364 CMP_OUT (path_repelled); 1352 CMP_OUT (path_repelled);
1365 CMP_OUT (path_denied); 1353 CMP_OUT (path_denied);
1407 CMP_OUT (move_slow); 1395 CMP_OUT (move_slow);
1408 CMP_OUT (move_slow_penalty); 1396 CMP_OUT (move_slow_penalty);
1409 1397
1410 if (op->flag != tmp->flag) 1398 if (op->flag != tmp->flag)
1411 for (i = 0; i <= NUM_FLAGS; i++) 1399 for (i = 0; i <= NUM_FLAGS; i++)
1412 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1400 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
1413 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1401 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1414 1402
1415 // save body locations 1403 // save body locations
1416 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1404 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1417 if (op->slot[i].info != tmp->slot[i].info) 1405 if (expect_false (op->slot[i].info != tmp->slot[i].info))
1418 f.put (body_locations[i].save_name, op->slot[i].info); 1406 f.put (body_locations[i].save_name, op->slot[i].info);
1419} 1407}
1420 1408
1421/* 1409/*
1422 * Dumps all variables in an object to a file. 1410 * Dumps all variables in an object to a file.
1424 * the only place this is not set is when saving the player. 1412 * the only place this is not set is when saving the player.
1425 */ 1413 */
1426bool 1414bool
1427object::write (object_freezer &f) 1415object::write (object_freezer &f)
1428{ 1416{
1429 /* Even if the object does have an owner, it would seem that we should
1430 * still save it.
1431 */
1432 if (owner)
1433 return true;
1434
1435 archetype *at = arch ? (archetype *)arch : empty_archetype; 1417 archetype *at = arch ? (archetype *)arch : empty_archetype;
1436 1418
1437 f.put (KW_arch, at->name); 1419 f.put (KW_arch, at->archname);
1438 write_diff (f, this, &at->clone); 1420 write_diff (f, this, at);
1439 1421
1440 for (object *tmp = inv; tmp; tmp = tmp->below) 1422 for (object *tmp = inv; tmp; tmp = tmp->below)
1441 tmp->write (f); 1423 tmp->write (f);
1442 1424
1443 f.put (this); 1425 f.put (this);
1455 object_thawer f (filename); 1437 object_thawer f (filename);
1456 1438
1457 bool success = false; 1439 bool success = false;
1458 bool seen_arch = false; 1440 bool seen_arch = false;
1459 1441
1460 f.next ();
1461
1462 for (;;) 1442 for (;;)
1463 { 1443 {
1464 switch (f.kw) 1444 switch (f.kw)
1465 { 1445 {
1466 case KW_region: 1446 case KW_region:

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