--- deliantra/server/common/loader.C 2009/09/17 00:07:04 1.131 +++ deliantra/server/common/loader.C 2009/11/10 04:38:45 1.144 @@ -5,18 +5,19 @@ * 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 */ @@ -29,6 +30,8 @@ extern archetype *loading_arch; +//+GPL + /* This table is only necessary to convert objects that existed before the * spell object conversion to the new object. It was not practical * to go through every mapping looking for every potion, rod, wand, etc @@ -329,8 +332,8 @@ name_pl = name; /* objects now have a materialname. try to patch it in */ - if (!(is_weapon () && level > 0)) - set_materialname (this, map ? map->difficulty : 5, 0); + if (material == &material_null && !(is_weapon () && level > 0)) + select_material (this, map ? map->difficulty : 5); /* only do these when program is first run - a bit * excessive to do this at every run - most of this is @@ -463,6 +466,19 @@ 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 @@ -525,6 +541,8 @@ } } +//-GPL + #define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () bool @@ -709,7 +727,14 @@ case KW_state: f.get (state); break; case KW_move_slow_penalty: f.get (move_slow_penalty); break; case KW_material: f.get (materials); break; //TODO: nuke - case KW_materialname: f.get (materialname); break; + + case KW_materialname: + { + shstr sh; + f.get (sh); + material = name_to_material (sh); + } + break; /* These are the new values */ case KW_move_block: set_move (move_block, f.get_str ()); break; @@ -982,7 +1007,10 @@ : 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; @@ -1051,7 +1079,7 @@ if (!arch) { LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); - arch = archetype::find ("earthwall"); + arch = archetype::find (shstr_earthwall); } assert (arch); //D maybe use exception handling of sorts? @@ -1087,60 +1115,9 @@ 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 +// compare *op against *arch and output differences static void -write_diff (object_freezer &f, object *op, object *tmp) +write_diff (object_freezer &f, object *op, object *arch) { static const keyword resist_save[NROFATTACKS] = { # define def(uc, lc, name, plus, change) KW_resist_ ## lc, @@ -1164,8 +1141,8 @@ KW_can_use_shield, KW_no_pick, KW_NULL, // walk_on - KW_NULL, // no_pass /* 10 */ + KW_NULL, // no_pass KW_is_animated, KW_NULL, // slow_move KW_NULL, // flying @@ -1175,8 +1152,8 @@ KW_is_thrown, KW_auto_apply, KW_treasure_env, - KW_player_sold, /* 20 */ + KW_player_sold, KW_see_invisible, KW_can_roll, KW_overlay_floor, @@ -1186,8 +1163,8 @@ KW_NULL, // fly_off KW_is_used_up, KW_identified, - KW_reflecting, /* 30 */ + KW_reflecting, KW_changing, KW_splitting, KW_hitback, @@ -1197,8 +1174,8 @@ KW_scared, KW_unaggressive, KW_reflect_missile, - KW_reflect_spell, /* 40 */ + KW_reflect_spell, KW_no_magic, KW_no_fix_player, KW_is_lightable, @@ -1208,8 +1185,8 @@ KW_NULL, // an_pass_thru KW_pick_up, KW_unique, - KW_no_drop, /* 50 */ + KW_no_drop, KW_NULL, // wizcast KW_can_cast_spell, KW_can_use_scroll, @@ -1219,8 +1196,8 @@ KW_can_use_weapon, KW_can_use_ring, KW_has_ready_range, - KW_has_ready_bow, /* 60 */ + KW_has_ready_bow, KW_xrays, KW_NULL, KW_is_floor, @@ -1230,8 +1207,8 @@ KW_stand_still, KW_random_move, KW_only_attack, - KW_confused, /* 70 */ + KW_confused, KW_stealth, KW_NULL, KW_NULL, @@ -1241,8 +1218,8 @@ KW_known_magical, KW_known_cursed, KW_can_use_skill, - KW_been_applied, /* 80 */ + KW_been_applied, KW_has_ready_scroll, KW_can_use_rod, KW_precious, @@ -1252,8 +1229,8 @@ KW_is_wooded, KW_is_hilly, KW_has_ready_skill, - KW_has_ready_weapon, /* 90 */ + KW_has_ready_weapon, KW_no_skill_ident, KW_is_blind, KW_can_see_in_dark, @@ -1263,8 +1240,8 @@ KW_one_hit, KW_NULL, KW_berserk, - KW_neutral, /* 100 */ + KW_neutral, KW_no_attack, KW_no_damage, KW_obj_original, @@ -1274,49 +1251,84 @@ KW_is_water, KW_use_content_on_gen, KW_NULL, - KW_is_buildable, /* 110 */ + KW_is_buildable, KW_destroy_on_death, KW_NULL, }; + // obj_original is the only commonly differing flag between archetype + // and object, so special-case it here to be able to skip the loop + static const struct flagmask : object::flags_t + { + flagmask () + { + for (int i = 0; i < NUM_FLAGS; i++) + if (flag_names [i]) + set (i); + } + } flagmask; + /* This saves the key/value lists. We do it first so that any * keys that match field names will be overwritten by the loader. */ for (key_value *kv = op->key_values; kv; kv = kv->next) - if (!tmp->key_values || tmp->kv (kv->key) != kv->value) + if (!arch->key_values || arch->kv (kv->key) != kv->value) f.put (kv->key, kv->value); - /* We don't need to worry about the arch's extra fields - they - * will get taken care of the copy_to method. - */ + if (op->uuid) + { + // highly optimised - this is often 25% of all data written + char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1); + char *ptr = cur; + + memcpy (ptr, "uuid ", sizeof ("uuid ") - 1); + ptr += sizeof ("uuid ") - 1; + ptr = op->uuid.append (ptr); + *ptr++ = '\n'; - f.put (KW_uuid, op->uuid.c_str ()); + f.alloc (ptr - cur); + } -#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) +#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v) +#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v) - if (object *owner = op->owner) - f.put (KW_owner, static_cast(owner->ref ())); + CMP_OUT (x); + CMP_OUT (y); + + CMP_OUT (type); + CMP_OUT (subtype); + CMP_OUT (direction); CMP_OUT (name); CMP_OUT (name_pl); - CMP_OUT (custom_name); + + CMP_OUT (speed); + CMP_OUT (speed_left); + CMP_OUT (title); CMP_OUT (race); - CMP_OUT (skill); CMP_OUT (slaying); + CMP_OUT (skill); + CMP_OUT (tag); + CMP_OUT (custom_name); + + if (object *owner = op->owner) + f.put (KW_owner, static_cast(owner->ref ())); + + // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved + CMP_OUT (other_arch); - if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); - if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); + if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg ); + if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore); - if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); - if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); - if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); + if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); + if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); + if (op->sound_destroy != arch->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 != arch->animation_id) if (op->has_anim ()) f.put (KW_animation, op->anim ().name); else @@ -1342,7 +1354,7 @@ CMP_OUT2 (exp, stats.exp); CMP_OUT (perm_exp); - CMP_OUT (expmul); + //CMP_OUT (expmul); CMP_OUT2 (food, stats.food); CMP_OUT2 (dam, stats.dam); @@ -1350,28 +1362,25 @@ CMP_OUT2 (wc, stats.wc); CMP_OUT2 (ac, stats.ac); - CMP_OUT (x); - CMP_OUT (y); - CMP_OUT (speed); - CMP_OUT (speed_left); CMP_OUT2 (move_state, move_status); CMP_OUT (attack_movement); CMP_OUT (nrof); CMP_OUT (level); - CMP_OUT (direction); - CMP_OUT (type); - CMP_OUT (subtype); CMP_OUT (attacktype); + // using memcmp here seems to be a loss - is gcc vectorising? for (int i = 0; i < NROFATTACKS; i++) - if (expect_false (op->resist[i] != tmp->resist[i])) + if (expect_false (op->resist[i] != arch->resist[i])) f.put (resist_save[i], op->resist[i]); CMP_OUT (path_attuned); CMP_OUT (path_repelled); CMP_OUT (path_denied); + CMP_OUT2 (material, materials);//TODO: nuke - CMP_OUT (materialname); + if (op->material != arch->material) + f.put (KW_materialname, op->material->name); + CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); @@ -1413,14 +1422,22 @@ CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); - if (op->flag != tmp->flag) - for (int i = 0; i <= NUM_FLAGS; i++) - if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) + object::flags_t diff = (op->flag ^ arch->flag) & flagmask; + + if (diff [FLAG_OBJ_ORIGINAL]) + f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0"); + + diff.reset (FLAG_OBJ_ORIGINAL); + + // quickly test whether any other flags differ + if (expect_true (diff.any ())) + for (int i = 0; i < NUM_FLAGS; i++) + if (expect_false (diff [i])) f.put (flag_names [i], op->flag [i] ? "1" : "0"); - // save body locations + // save body locations. gcc's memcmp does an abysmal job when used for (int i = 0; i < NUM_BODY_LOCATIONS; i++) - if (expect_false (op->slot[i].info != tmp->slot[i].info)) + if (expect_false (op->slot[i].info != arch->slot[i].info)) f.put (body_locations[i].save_name, op->slot[i].info); }