--- 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);