ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/loader.C
(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.79 by root, Mon May 7 07:47:32 2007 UTC vs.
Revision 1.103 by root, Sun Sep 30 20:22:13 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_combat %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;
308 } 310 }
309 311
310 if (slot [body_range].info != 1) 312 if (slot [body_range].info != 1)
311 { 313 {
312 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 314 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
313 slot [body_range].info = 1; 315 slot [body_range].info = 1;
314 } 316 }
315 break; 317 break;
316 } 318 }
317 319
322 * 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
323 * 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.
324 * Otherwise, what happens is that the the plural name will lose 326 * Otherwise, what happens is that the the plural name will lose
325 * information (appear as just 'hearts' and not 'goblins heart') 327 * information (appear as just 'hearts' and not 'goblins heart')
326 */ 328 */
327 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)
328 name_pl = 0; 330 name_pl = 0;
329 331
330 if (!name_pl) 332 if (!name_pl)
331 name_pl = name; 333 name_pl = name;
332 334
381 * 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
382 * 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.
383 * 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,
384 * but not the second one. 386 * but not the second one.
385 */ 387 */
388#if 0 //TODO
386 if (ip > 2 * item_power && ip > (item_power + 3)) 389 if (ip > 2 * item_power && ip > (item_power + 3))
387 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
388 } 392 }
389 393
390 /* Old spellcasting object - need to load in the appropiate object */ 394 /* Old spellcasting object - need to load in the appropiate object */
391 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 395 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
392 /* 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 */
393 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) 397 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
394 { 398 {
395 /* 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'
396 * in that spell was stored in sp. 400 * in that spell was stored in sp.
397 */ 401 */
398 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]);
399 insert_ob_in_ob (tmp, this); 403 insert_ob_in_ob (tmp, this);
400 randomitems = NULL; /* So another spell isn't created for this object */ 404 randomitems = NULL; /* So another spell isn't created for this object */
405 { 409 {
406 object *tmp = get_archetype_by_object_name (slaying); 410 object *tmp = get_archetype_by_object_name (slaying);
407 insert_ob_in_ob (tmp, this); 411 insert_ob_in_ob (tmp, this);
408 randomitems = NULL; /* So another spell isn't created for this object */ 412 randomitems = NULL; /* So another spell isn't created for this object */
409 /* without this, value is all screwed up */ 413 /* without this, value is all screwed up */
410 value = arch->clone.value * inv->value; 414 value = arch->value * inv->value;
411 } 415 }
412 416
413 if (QUERY_FLAG (this, FLAG_MONSTER)) 417 if (QUERY_FLAG (this, FLAG_MONSTER))
414 { 418 {
415 if (stats.hp > stats.maxhp) 419 if (stats.hp > stats.maxhp)
512 516
513next: ; 517next: ;
514 } 518 }
515} 519}
516 520
517#define GET_FLAG(op,flag) \ 521#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
518 if (f.get_sint32 ()) \
519 SET_FLAG (op, flag); \
520 else \
521 CLEAR_FLAG (op, flag) \
522 522
523bool 523bool
524object::parse_kv (object_thawer &f) 524object::parse_kv (object_thawer &f)
525{ 525{
526 object *op_inv = inv; 526 object *op_inv = inv;
556 556
557 case KW_attach: f.get_ornull (attach); break; 557 case KW_attach: f.get_ornull (attach); break;
558 case KW_skill: f.get_ornull (skill); break; 558 case KW_skill: f.get_ornull (skill); break;
559 case KW_race: f.get_ornull (race); break; 559 case KW_race: f.get_ornull (race); break;
560 case KW_slaying: f.get_ornull (slaying); break; 560 case KW_slaying: f.get_ornull (slaying); break;
561 case KW_tag: f.get_ornull (tag); break;
561 562
562 case KW_arch: 563 case KW_arch:
563 { 564 {
564 object *tmp = object::read (f); 565 object *tmp = object::read (f);
565 tmp->deactivate (); 566 tmp->deactivate ();
567 { 568 {
568 // was: insert_ob_in_ob (tmp, op); 569 // was: insert_ob_in_ob (tmp, op);
569 // but manually adding it can improve map loading times a lot 570 // but manually adding it can improve map loading times a lot
570 // also, appending instead of prepending keeps the 571 // also, appending instead of prepending keeps the
571 // save ordering the same between repeated load/saves. 572 // save ordering the same between repeated load/saves.
573 // and finally we do not want any funny effects
572 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); 574 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
573 CLEAR_FLAG (tmp, FLAG_REMOVED); 575 CLEAR_FLAG (tmp, FLAG_REMOVED);
574 576
575 if (!op_inv) 577 if (!op_inv)
576 { 578 {
601 603
602 if (!other_arch) 604 if (!other_arch)
603 LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ()); 605 LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ());
604 break; 606 break;
605 607
608 case KW_owner:
609 f.delayed_deref (this, owner, f.get_str ());
610 break;
611
606 case KW_animation: 612 case KW_animation:
607 { 613 {
608 CLEAR_FLAG (this, FLAG_ANIMATE); 614 CLEAR_FLAG (this, FLAG_ANIMATE);
609 animation_id = 0; 615 animation_id = 0;
610 616
635 f.get (move_slow_penalty); 641 f.get (move_slow_penalty);
636 break; 642 break;
637 643
638 case KW_face: 644 case KW_face:
639 face = face_find (f.get_str ()); 645 face = face_find (f.get_str ());
646 break;
647
648 case KW_sound:
649 sound = sound_find (f.get_str ());
650 if (!sound)
651 f.parse_warn ("sound not found");
652 break;
653
654 case KW_sound_destroy:
655 sound_destroy = sound_find (f.get_str ());
656 if (!sound_destroy)
657 f.parse_warn ("sound not found");
640 break; 658 break;
641 659
642 case KW_x: f.get (x); break; 660 case KW_x: f.get (x); break;
643 case KW_y: f.get (y); break; 661 case KW_y: f.get (y); break;
644 662
771 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 789 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
772 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 790 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
773 791
774 break; 792 break;
775 793
776 case KW_wiz:
777 GET_FLAG (this, FLAG_WIZ);
778 //TODO: move to check_object
779 if (QUERY_FLAG (this, FLAG_WIZ))
780 {
781 SET_FLAG (this, FLAG_WAS_WIZ);
782 SET_FLAG (this, FLAG_WIZPASS);
783 SET_FLAG (this, FLAG_WIZCAST);
784 }
785 else
786 {
787 CLEAR_FLAG (this, FLAG_WIZPASS);
788 CLEAR_FLAG (this, FLAG_WIZCAST);
789 }
790 break;
791
792 case KW_friendly: 794 case KW_friendly:
793 if (f.get_sint32 ()) 795 if (f.get_bool ())
794 if (type != PLAYER) 796 if (type != PLAYER)
795 add_friendly_object (this); 797 add_friendly_object (this);
796 798
797 break; 799 break;
798 800
827 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 829 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
828 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 830 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
829 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 831 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
830 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 832 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
831 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 833 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
832 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
833 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 834 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
834 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 835 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
835 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 836 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
836 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 837 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
837 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 838 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
975 randomitems = 0; 976 randomitems = 0;
976 break; 977 break;
977 978
978 case KW_msg: 979 case KW_msg:
979 f.get_ml (KW_endmsg, msg); 980 f.get_ml (KW_endmsg, msg);
980 //TODO: allow longer messages
981 if (strlen (msg) >= HUGE_BUF)
982 {
983 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
984 msg = "ERROR, please report: string too long, winged.\n";
985 }
986 break; 981 break;
987 982
988 case KW_lore: 983 case KW_lore:
989 f.get_ml (KW_endlore, lore); 984 f.get_ml (KW_endlore, lore);
990 //TODO: allow longer messages
991 /* Just print a warning so we can be reasonably safe
992 * about not overflowing the buffer.
993 */
994 if (strlen (lore) > (HUGE_BUF / 2))
995 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
996 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
997 break; 985 break;
998 986
999 case KW_editable: 987 case KW_editable:
1000 case KW_editor_folder: 988 case KW_editor_folder:
1001 break; 989 break;
1040 f.next (); 1028 f.next ();
1041 1029
1042 object *op = object::create (); 1030 object *op = object::create ();
1043 1031
1044 op->map = map; 1032 op->map = map;
1045 arch->clone.copy_to (op); 1033 arch->copy_to (op);
1046 // copy_to activates, this should be fixed properly 1034 // copy_to activates, this should be fixed properly
1047 op->deactivate (); 1035 op->deactivate ();
1048 1036
1049 if (!op->parse_kv (f)) 1037 if (!op->parse_kv (f))
1050 { 1038 {
1065int 1053int
1066set_variable (object *op, char *buf) 1054set_variable (object *op, char *buf)
1067{ 1055{
1068 object_thawer f (buf, (AV *)0); 1056 object_thawer f (buf, (AV *)0);
1069 1057
1070 f.next ();
1071 return op->parse_kv (f); 1058 return op->parse_kv (f);
1072} 1059}
1073 1060
1074/* This returns a string of the integer movement type */ 1061/* This returns a string of the integer movement type */
1075#if 0 1062#if 0
1137 * the 15'th element of this array should match that name. 1124 * the 15'th element of this array should match that name.
1138 * If an entry is NULL, that is a flag not to loaded/saved. 1125 * If an entry is NULL, that is a flag not to loaded/saved.
1139 */ 1126 */
1140 static const keyword flag_names [NUM_FLAGS] = { 1127 static const keyword flag_names [NUM_FLAGS] = {
1141 KW_alive, 1128 KW_alive,
1142 KW_wiz,
1143 KW_NULL, 1129 KW_NULL,
1144 KW_NULL, 1130 KW_NULL,
1145 KW_was_wiz, 1131 KW_NULL,
1132 KW_NULL,
1146 KW_applied, 1133 KW_applied,
1147 KW_unpaid, 1134 KW_unpaid,
1148 KW_can_use_shield, 1135 KW_can_use_shield,
1149 KW_no_pick, 1136 KW_no_pick,
1150 KW_NULL, // walk_on 1137 KW_NULL, // walk_on
1287 char uids[64]; 1274 char uids[64];
1288 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq); 1275 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1289 f.put (KW_uuid, (const char *)uids); 1276 f.put (KW_uuid, (const char *)uids);
1290 } 1277 }
1291 1278
1292#define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) 1279#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
1293#define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) 1280#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
1281
1282 if (object *owner = op->owner)
1283 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1294 1284
1295 CMP_OUT (name); 1285 CMP_OUT (name);
1296 CMP_OUT (name_pl); 1286 CMP_OUT (name_pl);
1297 CMP_OUT (custom_name); 1287 CMP_OUT (custom_name);
1298 CMP_OUT (title); 1288 CMP_OUT (title);
1299 CMP_OUT (race); 1289 CMP_OUT (race);
1300 CMP_OUT (slaying); 1290 CMP_OUT (slaying);
1301 1291 CMP_OUT (tag);
1302 if (op->msg != tmp->msg)
1303 f.put (KW_msg, KW_endmsg, op->msg);
1304 if (op->lore != tmp->lore)
1305 f.put (KW_lore, KW_endlore, op->lore);
1306
1307 CMP_OUT (other_arch); 1292 CMP_OUT (other_arch);
1308 1293
1294 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1295 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1296
1309 if (op->face != tmp->face) f.put (KW_face, op->face ? &faces [op->face] : 0); 1297 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1298 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1299 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1310 1300
1311 if (op->animation_id != tmp->animation_id) 1301 if (op->animation_id != tmp->animation_id)
1312 if (op->animation_id) 1302 if (op->animation_id)
1313 { 1303 {
1314 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1304 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1315 1305
1316 if (!QUERY_FLAG (op, FLAG_ANIMATE)) 1306 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1317 f.put (KW_is_animated, (sint32) 0); 1307 f.put (KW_is_animated, (sint32)0);
1318 } 1308 }
1319 else 1309 else
1320 f.put (KW_animation, (const char *) 0); 1310 f.put (KW_animation, (const char *)0);
1321 1311
1322 CMP_OUT2 (str, stats.Str); 1312 CMP_OUT2 (str, stats.Str);
1323 CMP_OUT2 (dex, stats.Dex); 1313 CMP_OUT2 (dex, stats.Dex);
1324 CMP_OUT2 (con, stats.Con); 1314 CMP_OUT2 (con, stats.Con);
1325 CMP_OUT2 (wis, stats.Wis); 1315 CMP_OUT2 (wis, stats.Wis);
1356 CMP_OUT (type); 1346 CMP_OUT (type);
1357 CMP_OUT (subtype); 1347 CMP_OUT (subtype);
1358 CMP_OUT (attacktype); 1348 CMP_OUT (attacktype);
1359 1349
1360 for (i = 0; i < NROFATTACKS; i++) 1350 for (i = 0; i < NROFATTACKS; i++)
1361 if (op->resist[i] != tmp->resist[i]) 1351 if (expect_false (op->resist[i] != tmp->resist[i]))
1362 f.put (resist_save[i], op->resist[i]); 1352 f.put (resist_save[i], op->resist[i]);
1363 1353
1364 CMP_OUT (path_attuned); 1354 CMP_OUT (path_attuned);
1365 CMP_OUT (path_repelled); 1355 CMP_OUT (path_repelled);
1366 CMP_OUT (path_denied); 1356 CMP_OUT (path_denied);
1408 CMP_OUT (move_slow); 1398 CMP_OUT (move_slow);
1409 CMP_OUT (move_slow_penalty); 1399 CMP_OUT (move_slow_penalty);
1410 1400
1411 if (op->flag != tmp->flag) 1401 if (op->flag != tmp->flag)
1412 for (i = 0; i <= NUM_FLAGS; i++) 1402 for (i = 0; i <= NUM_FLAGS; i++)
1413 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1403 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
1414 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1404 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1415 1405
1416 // save body locations 1406 // save body locations
1417 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1407 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1418 if (op->slot[i].info != tmp->slot[i].info) 1408 if (expect_false (op->slot[i].info != tmp->slot[i].info))
1419 f.put (body_locations[i].save_name, op->slot[i].info); 1409 f.put (body_locations[i].save_name, op->slot[i].info);
1420} 1410}
1421 1411
1422/* 1412/*
1423 * Dumps all variables in an object to a file. 1413 * Dumps all variables in an object to a file.
1425 * the only place this is not set is when saving the player. 1415 * the only place this is not set is when saving the player.
1426 */ 1416 */
1427bool 1417bool
1428object::write (object_freezer &f) 1418object::write (object_freezer &f)
1429{ 1419{
1430 /* Even if the object does have an owner, it would seem that we should
1431 * still save it.
1432 */
1433 if (owner)
1434 return true;
1435
1436 archetype *at = arch ? (archetype *)arch : empty_archetype; 1420 archetype *at = arch ? (archetype *)arch : empty_archetype;
1437 1421
1438 f.put (KW_arch, at->name); 1422 f.put (KW_arch, at->archname);
1439 write_diff (f, this, &at->clone); 1423 write_diff (f, this, at);
1440 1424
1441 for (object *tmp = inv; tmp; tmp = tmp->below) 1425 for (object *tmp = inv; tmp; tmp = tmp->below)
1442 tmp->write (f); 1426 tmp->write (f);
1443 1427
1444 f.put (this); 1428 f.put (this);
1456 object_thawer f (filename); 1440 object_thawer f (filename);
1457 1441
1458 bool success = false; 1442 bool success = false;
1459 bool seen_arch = false; 1443 bool seen_arch = false;
1460 1444
1461 f.next ();
1462
1463 for (;;) 1445 for (;;)
1464 { 1446 {
1465 switch (f.kw) 1447 switch (f.kw)
1466 { 1448 {
1467 case KW_region: 1449 case KW_region:

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines