--- deliantra/server/common/loader.C 2008/09/01 22:29:17 1.119 +++ deliantra/server/common/loader.C 2009/11/04 00:02:48 1.136 @@ -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; } @@ -387,7 +388,8 @@ #endif } - /* Old spellcasting object - need to load in the appropiate object */ + /* 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 @@ -398,11 +400,13 @@ && !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 = 0; @@ -411,7 +415,7 @@ /* 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 = 0; /* So another spell isn't created for this object */ @@ -423,7 +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; } @@ -460,6 +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 @@ -559,11 +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 @@ -590,7 +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: @@ -925,10 +943,9 @@ 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; // elevation is deprecated @@ -962,7 +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: @@ -974,7 +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; @@ -1057,7 +1082,7 @@ if (!op->parse_kv (f)) { - op->destroy (true); + op->destroy (); return 0; } @@ -1079,57 +1104,6 @@ return op->parse_kv (f); } -/* This returns a string of the integer movement type */ -#if 0 -// unused function -static char * -get_string_move_type (MoveType mt) -{ - static char retbuf[MAX_BUF], retbuf_all[MAX_BUF]; - int i, all_count = 0, count; - - strcpy (retbuf, ""); - strcpy (retbuf_all, " all"); - - /* Quick check, and probably fairly common */ - if (mt == MOVE_ALL) - return retbuf_all + 1; - if (mt == 0) - { - strcpy (retbuf, "0"); - return retbuf; - } - - /* We basically slide the bits down. Why look at MOVE_ALL? - * because we may want to return a string like 'all -swim', - * and if we just looked at mt, we couldn't get that. - */ - for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++) - { - if (mt & (1 << count)) - { - strcat (retbuf, " "); - strcat (retbuf, move_name[count]); - } - else - { - strcat (retbuf_all, " -"); - strcat (retbuf_all, move_name[count]); - all_count++; - } - } - /* Basically, if there is a single negation, return it, eg - * 'all -swim'. But more than that, just return the - * enumerated values. It doesn't make sense to return - * 'all -walk -fly_low' - it is shorter to return 'fly_high swim' - */ - if (all_count <= 1) - return retbuf_all + 1; - else - return retbuf + 1; -} -#endif - // compare *op against *tmp and output differences static void write_diff (object_freezer &f, object *op, object *tmp) @@ -1283,7 +1257,8 @@ * 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) @@ -1309,8 +1284,8 @@ 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) - f.put (KW_animation, animations[GET_ANIM_ID (op)].name); + if (op->has_anim ()) + f.put (KW_animation, op->anim ().name); else { f.put (KW_animation, (const char *)0); @@ -1377,8 +1352,8 @@ CMP_OUT (glow_radius); if (op->flag [FLAG_IS_LINKED]) - if (int i = get_button_value (op)) - f.put (KW_connected, i); + if (auto (ol, op->find_link ())) + f.put (KW_connected, ol->id); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); @@ -1388,7 +1363,6 @@ CMP_OUT (will_apply); CMP_OUT (smoothlevel); CMP_OUT (weapontype); - CMP_OUT (tooltype); CMP_OUT (client_type); CMP_OUT (item_power); CMP_OUT (duration); @@ -1425,10 +1399,16 @@ 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);