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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.71 by root, Tue Apr 17 18:59:05 2007 UTC vs.
Revision 1.106 by root, Thu Apr 10 15:35:15 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
168 "spell_magic_drain", /* 122 */ 169 "spell_magic_drain", /* 122 */
169 "spell_counterspell", /* 123 */ 170 "spell_counterspell", /* 123 */
170 "spell_disarm", /* 124 */ 171 "spell_disarm", /* 124 */
171 "spell_cure_confusion", /* 125 */ 172 "spell_cure_confusion", /* 125 */
172 "spell_restoration", /* 126 */ 173 "spell_restoration", /* 126 */
173 "was summon evil monster", /* 127 *//* Not implenented as nothing used it */ 174 "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */
174 "spell_counterwall", /* 128 */ 175 "spell_counterwall", /* 128 */
175 "spell_cause_light_wounds", /* 129 */ 176 "spell_cause_light_wounds", /* 129 */
176 "spell_cause_medium_wounds", /* 130 */ 177 "spell_cause_medium_wounds", /* 130 */
177 "spell_cause_heavy_wounds", /* 131 */ 178 "spell_cause_heavy_wounds", /* 131 */
178 "spell_charm_monsters", /* 132 */ 179 "spell_charm_monsters", /* 132 */
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 */
262static void 261void
263check_loaded_object (object *op) 262object::post_load_check ()
264{ 263{
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
270 switch (type)
271 {
272 case BOW:
273 case WAND:
274 case ROD:
275 case HORN:
276 if (slot [body_range].info != -1)
277 {
278 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
279 slot [body_range].info = -1;
280 }
281 break;
282
283 case WEAPON:
284 if (slot [body_combat].info != -1)
285 {
286 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
287 slot [body_combat].info = -1;
288 }
289 break;
290
291 case SHIELD:
292 if (slot [body_shield].info != -1)
293 {
294 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
295 slot [body_shield].info = -1;
296 }
297 break;
298
299 case PLAYER:
300 if (slot [body_shield].info != 1)
301 {
302 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
303 slot [body_shield].info = 1;
304 }
305
306 if (slot [body_combat].info != 1)
307 {
308 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
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;
316 }
317 break;
318 }
319
265 /* 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.
266 * If the object doesn't have a name_pl, we just use the object name - 321 * If the object doesn't have a name_pl, we just use the object name -
267 * this isn't perfect (things won't be properly pluralised), but works to 322 * this isn't perfect (things won't be properly pluralised), but works to
268 * that degree (5 heart is still quite understandable). But the case we 323 * that degree (5 heart is still quite understandable). But the case we
269 * 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
270 * 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.
271 * Otherwise, what happens is that the the plural name will lose 326 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 327 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 328 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 329 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
275 op->name_pl = 0; 330 name_pl = 0;
276 331
277 if (!op->name_pl) 332 if (!name_pl)
278 op->name_pl = op->name; 333 name_pl = name;
279 334
280 /* objects now have a materialname. try to patch it in */ 335 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 336 if (!(is_weapon () && level > 0))
282 { 337 set_materialname (this, map ? map->difficulty : 5, 0);
283 if (op->map != NULL)
284 set_materialname (op, op->map->difficulty, NULL);
285 else
286 set_materialname (op, 5, NULL);
287 }
288 338
289 /* only do these when program is first run - a bit 339 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 340 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 341 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 342 * not in the ideal fashion.
293 */ 343 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 344 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 345 {
296 if (!op->skill) 346 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 347 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 348 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 349 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2))
300 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); 350 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 351 }
302 352
303 /* We changed last_heal to gen_sp_armour, which is what it 353 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 354 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 355 * that may have an old value.
306 */ 356 */
307 if (op->type == WEAPON 357 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 358 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 359 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 360 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 361 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 362 || type == BRACERS || type == CLOAK)
313 { 363 {
314 if (op->last_heal) 364 if (last_heal)
315 { 365 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 366 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 367 gen_sp_armour = last_heal;
318 op->last_heal = 0; 368 last_heal = 0;
319 } 369 }
320 370
321 int ip = calc_item_power (op, 0); 371 int ip = calc_item_power (this, 0);
322 372
323 /* Legacy objects from before item power was in the game */ 373 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 374 if (!item_power && ip)
325 { 375 {
326 if (ip > 3) 376 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 377 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 378
329 op->item_power = ip; 379 item_power = ip;
330 } 380 }
331 381
332 /* Check for possibly bogus values. Has to meet both these criteria - 382 /* Check for possibly bogus values. Has to meet both these criteria -
333 * 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
334 * 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.
335 * 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,
336 * but not the second one. 386 * but not the second one.
337 */ 387 */
388#if 0 //TODO
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 389 if (ip > 2 * item_power && ip > (item_power + 3))
339 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); 390 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
391#endif
340 } 392 }
341 393
342 /* Old spellcasting object - need to load in the appropiate object */ 394 /* Old spellcasting object - need to load in the appropiate object */
343 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || 395 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
344 /* 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 */
345 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !loading_arch) 397 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 398 {
347 /* 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'
348 * in that spell was stored in sp. 400 * in that spell was stored in sp.
349 */ 401 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 402 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 403 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 404 randomitems = NULL; /* So another spell isn't created for this object */
353 } 405 }
354 406
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 407 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
356 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !loading_arch) 408 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 409 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 410 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 411 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 412 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 413 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 414 value = arch->value * inv->value;
363 } 415 }
364 416
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 417 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 418 {
367 if (op->stats.hp > op->stats.maxhp) 419 if (stats.hp > stats.maxhp)
368 { 420 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 421 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
370 op->stats.maxhp = op->stats.hp; 422 stats.maxhp = stats.hp;
371 } 423 }
372 424
373 /* The archs just need to be updated for this */ 425 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 426 if (move_type == 0)
375 op->move_type = MOVE_WALK; 427 move_type = MOVE_WALK;
376 } 428 }
377 429
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 430 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 431 {
380 /* Object will duplicate it's content as part of the 432 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 433 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 434 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 435 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 436 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 437 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 438 }
387 439
388 /* Handle player movers. We use move_type for player movers 440 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 441 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 442 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 443 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 444 * are doing, otherwise, set move_type based on maxhp value.
393 */ 445 */
394 if (op->type == PLAYERMOVER) 446 if (type == PLAYERMOVER)
395 { 447 {
396 if (!op->move_type) 448 if (!move_type)
397 { 449 {
398 if (op->stats.maxhp) 450 if (stats.maxhp)
399 { 451 {
400 op->move_type = MOVE_ALL; 452 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 453 stats.maxhp = 0;
402 } 454 }
403 else 455 else
404 op->move_type = MOVE_WALK; 456 move_type = MOVE_WALK;
405 } 457 }
406 } 458 }
407
408} 459}
409 460
410static void 461static void
411set_move (MoveType &mt, const char *str) 462set_move (MoveType &mt, const char *str)
412{ 463{
418 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH }, 469 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH },
419 { "fly_low" , MOVE_FLY_LOW }, 470 { "fly_low" , MOVE_FLY_LOW },
420 { "fly_high", MOVE_FLY_HIGH }, 471 { "fly_high", MOVE_FLY_HIGH },
421 { "swim" , MOVE_SWIM }, 472 { "swim" , MOVE_SWIM },
422 { "boat" , MOVE_BOAT }, 473 { "boat" , MOVE_BOAT },
474 { "ship" , MOVE_SHIP },
423 { "all" , MOVE_ALL }, 475 { "all" , MOVE_ALL },
424 }; 476 };
425 477
426 if (!str) 478 if (!str)
427 { 479 {
464 516
465next: ; 517next: ;
466 } 518 }
467} 519}
468 520
469#define GET_FLAG(op,flag) \ 521#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
470 if (f.get_sint32 ()) \
471 SET_FLAG (op, flag); \
472 else \
473 CLEAR_FLAG (op, flag) \
474 522
475bool 523bool
476object::parse_kv (object_thawer &f) 524object::parse_kv (object_thawer &f)
477{ 525{
478 object *op_inv = inv; 526 object *op_inv = inv;
492 uuid.seq = seq; 540 uuid.seq = seq;
493 break; 541 break;
494 } 542 }
495 } 543 }
496 544
497 uuid = gen_uuid (); 545 uuid = UUID::gen ();
498 break; 546 break;
499 547
500 case KW_oid: 548 case KW_oid:
501 f.get (this, f.get_sint32 ()); 549 f.get (this, f.get_sint32 ());
502 break; 550 break;
508 556
509 case KW_attach: f.get_ornull (attach); break; 557 case KW_attach: f.get_ornull (attach); break;
510 case KW_skill: f.get_ornull (skill); break; 558 case KW_skill: f.get_ornull (skill); break;
511 case KW_race: f.get_ornull (race); break; 559 case KW_race: f.get_ornull (race); break;
512 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;
513 562
514 case KW_arch: 563 case KW_arch:
515 { 564 {
516 object *tmp = object::read (f); 565 object *tmp = object::read (f);
517 tmp->deactivate (); 566 tmp->deactivate ();
519 { 568 {
520 // was: insert_ob_in_ob (tmp, op); 569 // was: insert_ob_in_ob (tmp, op);
521 // but manually adding it can improve map loading times a lot 570 // but manually adding it can improve map loading times a lot
522 // also, appending instead of prepending keeps the 571 // also, appending instead of prepending keeps the
523 // 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
524 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); 574 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
525 CLEAR_FLAG (tmp, FLAG_REMOVED); 575 CLEAR_FLAG (tmp, FLAG_REMOVED);
526 576
527 if (!op_inv) 577 if (!op_inv)
528 { 578 {
553 603
554 if (!other_arch) 604 if (!other_arch)
555 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 ());
556 break; 606 break;
557 607
608 case KW_owner:
609 f.delayed_deref (this, owner, f.get_str ());
610 break;
611
558 case KW_animation: 612 case KW_animation:
559 { 613 {
560 CLEAR_FLAG (this, FLAG_ANIMATE); 614 CLEAR_FLAG (this, FLAG_ANIMATE);
561 animation_id = 0; 615 animation_id = 0;
562 616
587 f.get (move_slow_penalty); 641 f.get (move_slow_penalty);
588 break; 642 break;
589 643
590 case KW_face: 644 case KW_face:
591 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");
592 break; 658 break;
593 659
594 case KW_x: f.get (x); break; 660 case KW_x: f.get (x); break;
595 case KW_y: f.get (y); break; 661 case KW_y: f.get (y); break;
596 662
723 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 789 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
724 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 790 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
725 791
726 break; 792 break;
727 793
728 case KW_wiz:
729 GET_FLAG (this, FLAG_WIZ);
730 //TODO: move to check_object
731 if (QUERY_FLAG (this, FLAG_WIZ))
732 {
733 SET_FLAG (this, FLAG_WAS_WIZ);
734 SET_FLAG (this, FLAG_WIZPASS);
735 SET_FLAG (this, FLAG_WIZCAST);
736 }
737 else
738 {
739 CLEAR_FLAG (this, FLAG_WIZPASS);
740 CLEAR_FLAG (this, FLAG_WIZCAST);
741 }
742 break;
743
744 case KW_friendly: 794 case KW_friendly:
745 if (f.get_sint32 ()) 795 if (f.get_bool ())
746 if (type != PLAYER) 796 if (type != PLAYER)
747 add_friendly_object (this); 797 add_friendly_object (this);
748 798
749 break; 799 break;
750 800
779 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 829 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
780 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 830 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
781 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 831 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
782 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 832 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
783 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 833 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
784 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
785 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;
786 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 835 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
787 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 836 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
788 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;
789 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;
832 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; 881 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
833 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; 882 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
834 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 883 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
835 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 884 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
836 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 885 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
886 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
887 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
837 888
838 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 889 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
839 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 890 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
840 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 891 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
841 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 892 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
887 case KW_dam_modifier: f.get (dam_modifier); break; 938 case KW_dam_modifier: f.get (dam_modifier); break;
888 case KW_duration_modifier: f.get (duration_modifier); break; 939 case KW_duration_modifier: f.get (duration_modifier); break;
889 940
890 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 941 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
891 //TODO: parse from other include files 942 //TODO: parse from other include files
892 case KW_body_range: f.get (body_info[0]); break; 943 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
893 case KW_body_arm: f.get (body_info[1]); break; 944 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
894 case KW_body_torso: f.get (body_info[2]); break; 945 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
895 case KW_body_head: f.get (body_info[3]); break; 946 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
896 case KW_body_neck: f.get (body_info[4]); break; 947 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
897 case KW_body_skill: f.get (body_info[5]); break; 948 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
898 case KW_body_finger: f.get (body_info[6]); break; 949 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
899 case KW_body_shoulder: f.get (body_info[7]); break; 950 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
900 case KW_body_foot: f.get (body_info[8]); break; 951 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
901 case KW_body_hand: f.get (body_info[9]); break; 952 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
902 case KW_body_wrist: f.get (body_info[10]); break; 953 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
903 case KW_body_waist: f.get (body_info[11]); break; 954 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
955 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
956 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
904 case KW_can_apply: 957 case KW_can_apply:
905 break; 958 break;
906 959
907 case KW_connected: 960 case KW_connected:
908 add_button_link (this, map, f.get_sint32 ()); 961 add_button_link (this, map, f.get_sint32 ());
917 : treasurelist::find (f.get_str ()); 970 : treasurelist::find (f.get_str ());
918 971
919 if (!randomitems) 972 if (!randomitems)
920 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 973 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
921 } 974 }
975 else
976 randomitems = 0;
922 break; 977 break;
923 978
924 case KW_msg: 979 case KW_msg:
925 f.get_ml (KW_endmsg, msg); 980 f.get_ml (KW_endmsg, msg);
926 //TODO: allow longer messages
927 if (strlen (msg) >= HUGE_BUF)
928 {
929 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
930 msg = "ERROR, please report: string too long, winged.\n";
931 }
932 break; 981 break;
933 982
934 case KW_lore: 983 case KW_lore:
935 f.get_ml (KW_endlore, lore); 984 f.get_ml (KW_endlore, lore);
936 //TODO: allow longer messages
937 /* Just print a warning so we can be reasonably safe
938 * about not overflowing the buffer.
939 */
940 if (strlen (lore) > (HUGE_BUF / 2))
941 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
942 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
943 break; 985 break;
944 986
945 case KW_editable: 987 case KW_editable:
946 case KW_editor_folder: 988 case KW_editor_folder:
947 break; 989 break;
948 990
949 case KW_end: 991 case KW_end:
950 check_loaded_object (this);
951
952 if (!loading_arch) 992 if (!loading_arch)
953 instantiate (); 993 instantiate ();
954 994
955 f.next (); 995 f.next ();
956 return true; 996 return true;
988 f.next (); 1028 f.next ();
989 1029
990 object *op = object::create (); 1030 object *op = object::create ();
991 1031
992 op->map = map; 1032 op->map = map;
993 arch->clone.copy_to (op); 1033 arch->copy_to (op);
994 // copy_to activates, this should be fixed properly 1034 // copy_to activates, this should be fixed properly
995 op->deactivate (); 1035 op->deactivate ();
996 1036
997 if (!op->parse_kv (f)) 1037 if (!op->parse_kv (f))
998 { 1038 {
999 op->destroy (true); 1039 op->destroy (true);
1000 return 0; 1040 return 0;
1001 } 1041 }
1002 1042
1043 op->post_load_check ();
1003 return op; 1044 return op;
1004} 1045}
1005 1046
1006/* This takes a buffer, scans it for variables, and sets those variables 1047/* This takes a buffer, scans it for variables, and sets those variables
1007 * as appropriate in op. 1048 * as appropriate in op.
1012int 1053int
1013set_variable (object *op, char *buf) 1054set_variable (object *op, char *buf)
1014{ 1055{
1015 object_thawer f (buf, (AV *)0); 1056 object_thawer f (buf, (AV *)0);
1016 1057
1017 f.next ();
1018 return op->parse_kv (f); 1058 return op->parse_kv (f);
1019} 1059}
1020 1060
1021/* This returns a string of the integer movement type */ 1061/* This returns a string of the integer movement type */
1022#if 0 1062#if 0
1084 * the 15'th element of this array should match that name. 1124 * the 15'th element of this array should match that name.
1085 * 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.
1086 */ 1126 */
1087 static const keyword flag_names [NUM_FLAGS] = { 1127 static const keyword flag_names [NUM_FLAGS] = {
1088 KW_alive, 1128 KW_alive,
1089 KW_wiz,
1090 KW_NULL, 1129 KW_NULL,
1091 KW_NULL, 1130 KW_NULL,
1092 KW_was_wiz, 1131 KW_NULL,
1132 KW_NULL,
1093 KW_applied, 1133 KW_applied,
1094 KW_unpaid, 1134 KW_unpaid,
1095 KW_can_use_shield, 1135 KW_can_use_shield,
1096 KW_no_pick, 1136 KW_no_pick,
1097 KW_NULL, // walk_on 1137 KW_NULL, // walk_on
1103 KW_monster, 1143 KW_monster,
1104 KW_friendly, 1144 KW_friendly,
1105 KW_generator, 1145 KW_generator,
1106 KW_is_thrown, 1146 KW_is_thrown,
1107 KW_auto_apply, 1147 KW_auto_apply,
1108 KW_NULL, // was KW_treasure 1148 KW_treasure_env,
1109 KW_player_sold, 1149 KW_player_sold,
1110 /* 20 */ 1150 /* 20 */
1111 KW_see_invisible, 1151 KW_see_invisible,
1112 KW_can_roll, 1152 KW_can_roll,
1113 KW_overlay_floor, 1153 KW_overlay_floor,
1174 KW_can_use_skill, 1214 KW_can_use_skill,
1175 KW_been_applied, 1215 KW_been_applied,
1176 /* 80 */ 1216 /* 80 */
1177 KW_has_ready_scroll, 1217 KW_has_ready_scroll,
1178 KW_can_use_rod, 1218 KW_can_use_rod,
1179 KW_NULL, 1219 KW_precious,
1180 KW_can_use_horn, 1220 KW_can_use_horn,
1181 KW_make_invisible, 1221 KW_make_invisible,
1182 KW_inv_locked, 1222 KW_inv_locked,
1183 KW_is_wooded, 1223 KW_is_wooded,
1184 KW_is_hilly, 1224 KW_is_hilly,
1234 char uids[64]; 1274 char uids[64];
1235 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);
1236 f.put (KW_uuid, (const char *)uids); 1276 f.put (KW_uuid, (const char *)uids);
1237 } 1277 }
1238 1278
1239#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)
1240#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 ()));
1241 1284
1242 CMP_OUT (name); 1285 CMP_OUT (name);
1243 CMP_OUT (name_pl); 1286 CMP_OUT (name_pl);
1244 CMP_OUT (custom_name); 1287 CMP_OUT (custom_name);
1245 CMP_OUT (title); 1288 CMP_OUT (title);
1246 CMP_OUT (race); 1289 CMP_OUT (race);
1247 CMP_OUT (slaying); 1290 CMP_OUT (slaying);
1248 1291 CMP_OUT (tag);
1249 if (op->msg != tmp->msg)
1250 f.put (KW_msg, KW_endmsg, op->msg);
1251 if (op->lore != tmp->lore)
1252 f.put (KW_lore, KW_endlore, op->lore);
1253
1254 CMP_OUT (other_arch); 1292 CMP_OUT (other_arch);
1255 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
1256 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);
1257 1300
1258 if (op->animation_id != tmp->animation_id) 1301 if (op->animation_id != tmp->animation_id)
1259 if (op->animation_id) 1302 if (op->animation_id)
1260 { 1303 {
1261 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1304 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1262 1305
1263 if (!QUERY_FLAG (op, FLAG_ANIMATE)) 1306 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1264 f.put (KW_is_animated, (sint32) 0); 1307 f.put (KW_is_animated, (sint32)0);
1265 } 1308 }
1266 else 1309 else
1267 f.put (KW_animation, (const char *) 0); 1310 f.put (KW_animation, (const char *)0);
1268 1311
1269 CMP_OUT2 (str, stats.Str); 1312 CMP_OUT2 (str, stats.Str);
1270 CMP_OUT2 (dex, stats.Dex); 1313 CMP_OUT2 (dex, stats.Dex);
1271 CMP_OUT2 (con, stats.Con); 1314 CMP_OUT2 (con, stats.Con);
1272 CMP_OUT2 (wis, stats.Wis); 1315 CMP_OUT2 (wis, stats.Wis);
1303 CMP_OUT (type); 1346 CMP_OUT (type);
1304 CMP_OUT (subtype); 1347 CMP_OUT (subtype);
1305 CMP_OUT (attacktype); 1348 CMP_OUT (attacktype);
1306 1349
1307 for (i = 0; i < NROFATTACKS; i++) 1350 for (i = 0; i < NROFATTACKS; i++)
1308 if (op->resist[i] != tmp->resist[i]) 1351 if (expect_false (op->resist[i] != tmp->resist[i]))
1309 f.put (resist_save[i], op->resist[i]); 1352 f.put (resist_save[i], op->resist[i]);
1310 1353
1311 CMP_OUT (path_attuned); 1354 CMP_OUT (path_attuned);
1312 CMP_OUT (path_repelled); 1355 CMP_OUT (path_repelled);
1313 CMP_OUT (path_denied); 1356 CMP_OUT (path_denied);
1355 CMP_OUT (move_slow); 1398 CMP_OUT (move_slow);
1356 CMP_OUT (move_slow_penalty); 1399 CMP_OUT (move_slow_penalty);
1357 1400
1358 if (op->flag != tmp->flag) 1401 if (op->flag != tmp->flag)
1359 for (i = 0; i <= NUM_FLAGS; i++) 1402 for (i = 0; i <= NUM_FLAGS; i++)
1360 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1403 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
1361 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1404 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1362 1405
1363 /* Save body locations */ 1406 // save body locations
1364 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1407 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1365 if (op->body_info[i] != tmp->body_info[i]) 1408 if (expect_false (op->slot[i].info != tmp->slot[i].info))
1366 f.put (body_locations[i].save_name, op->body_info[i]); 1409 f.put (body_locations[i].save_name, op->slot[i].info);
1367} 1410}
1368 1411
1369/* 1412/*
1370 * Dumps all variables in an object to a file. 1413 * Dumps all variables in an object to a file.
1371 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1414 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1372 * 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.
1373 */ 1416 */
1374bool 1417bool
1375object::write (object_freezer &f) 1418object::write (object_freezer &f)
1376{ 1419{
1377 /* Even if the object does have an owner, it would seem that we should
1378 * still save it.
1379 */
1380 if (owner)
1381 return true;
1382
1383 archetype *at = arch ? (archetype *)arch : empty_archetype; 1420 archetype *at = arch ? (archetype *)arch : empty_archetype;
1384 1421
1385 f.put (KW_arch, at->name); 1422 f.put (KW_arch, at->archname);
1386 write_diff (f, this, &at->clone); 1423 write_diff (f, this, at);
1387 1424
1388 for (object *tmp = inv; tmp; tmp = tmp->below) 1425 for (object *tmp = inv; tmp; tmp = tmp->below)
1389 tmp->write (f); 1426 tmp->write (f);
1390 1427
1391 f.put (this); 1428 f.put (this);
1403 object_thawer f (filename); 1440 object_thawer f (filename);
1404 1441
1405 bool success = false; 1442 bool success = false;
1406 bool seen_arch = false; 1443 bool seen_arch = false;
1407 1444
1408 f.next ();
1409
1410 for (;;) 1445 for (;;)
1411 { 1446 {
1412 switch (f.kw) 1447 switch (f.kw)
1413 { 1448 {
1414 case KW_region: 1449 case KW_region:
1433 goto finish; 1468 goto finish;
1434 1469
1435 default: 1470 default:
1436 if (!f.parse_error ("resource file")) 1471 if (!f.parse_error ("resource file"))
1437 goto finish; 1472 goto finish;
1473
1474 f.next ();
1475 break;
1438 } 1476 }
1439 } 1477 }
1440 1478
1441finish: 1479finish:
1442 if (seen_arch) 1480 if (seen_arch)

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