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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.117 by elmex, Sun Jun 15 20:29:56 2008 UTC vs.
Revision 1.141 by root, Mon Nov 9 03:08:23 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
26#include <sproto.h> 27#include <sproto.h>
27 28
28///////////////////////////////////////////////////////////////////////////// 29/////////////////////////////////////////////////////////////////////////////
29 30
30extern archetype *loading_arch; 31extern archetype *loading_arch;
32
33//+GPL
31 34
32/* This table is only necessary to convert objects that existed before the 35/* This table is only necessary to convert objects that existed before the
33 * spell object conversion to the new object. It was not practical 36 * spell object conversion to the new object. It was not practical
34 * to go through every mapping looking for every potion, rod, wand, etc 37 * to go through every mapping looking for every potion, rod, wand, etc
35 * that had a sp set and update to the new value. So this maps the 38 * that had a sp set and update to the new value. So this maps the
257void 260void
258object::post_load_check () 261object::post_load_check ()
259{ 262{
260 if (type >= NUM_TYPES) 263 if (type >= NUM_TYPES)
261 { 264 {
262 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); 265 LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
263 type = 0; 266 type = 0;
264 } 267 }
265 268
266 switch (type) 269 switch (type)
267 { 270 {
269 case WAND: 272 case WAND:
270 case ROD: 273 case ROD:
271 case HORN: 274 case HORN:
272 if (slot [body_range].info != -1) 275 if (slot [body_range].info != -1)
273 { 276 {
274 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 277 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
275 slot [body_range].info = -1; 278 slot [body_range].info = -1;
276 } 279 }
277 break; 280 break;
278 281
279 case WEAPON: 282 case WEAPON:
280 if (slot [body_combat].info != -1) 283 if (slot [body_combat].info != -1)
281 { 284 {
282 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 285 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
283 slot [body_combat].info = -1; 286 slot [body_combat].info = -1;
284 } 287 }
285 break; 288 break;
286 289
287 case SHIELD: 290 case SHIELD:
288 if (slot [body_shield].info != -1) 291 if (slot [body_shield].info != -1)
289 { 292 {
290 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 293 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
291 slot [body_shield].info = -1; 294 slot [body_shield].info = -1;
292 } 295 }
293 break; 296 break;
294 297
295 case PLAYER: 298 case PLAYER:
296 if (slot [body_shield].info != 1) 299 if (slot [body_shield].info != 1)
297 { 300 {
298 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 301 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
299 slot [body_shield].info = 1; 302 slot [body_shield].info = 1;
300 } 303 }
301 304
302 if (slot [body_combat].info != 1) 305 if (slot [body_combat].info != 1)
303 { 306 {
304 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 307 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
305 slot [body_combat].info = 1; 308 slot [body_combat].info = 1;
306 } 309 }
307 310
308 if (slot [body_range].info != 1) 311 if (slot [body_range].info != 1)
309 { 312 {
310 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 313 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
311 slot [body_range].info = 1; 314 slot [body_range].info = 1;
312 } 315 }
313 break; 316 break;
314 } 317 }
315 318
338 * not in the ideal fashion. 341 * not in the ideal fashion.
339 */ 342 */
340 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) 343 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
341 { 344 {
342 if (!skill) 345 if (!skill)
343 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); 346 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
344 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || 347 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
345 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 348 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
346 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); 349 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
347 } 350 }
348 351
349 /* We changed last_heal to gen_sp_armour, which is what it 352 /* We changed last_heal to gen_sp_armour, which is what it
350 * really does for many objects. Need to catch any in maps 353 * really does for many objects. Need to catch any in maps
351 * that may have an old value. 354 * that may have an old value.
357 || type == AMULET || type == GIRDLE 360 || type == AMULET || type == GIRDLE
358 || type == BRACERS || type == CLOAK) 361 || type == BRACERS || type == CLOAK)
359 { 362 {
360 if (last_heal) 363 if (last_heal)
361 { 364 {
362 LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); 365 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
363 gen_sp_armour = last_heal; 366 gen_sp_armour = last_heal;
364 last_heal = 0; 367 last_heal = 0;
365 } 368 }
366 369
367 int ip = calc_item_power (this, 0); 370 int ip = calc_item_power (this, 0);
368 371
369 /* Legacy objects from before item power was in the game */ 372 /* Legacy objects from before item power was in the game */
370 if (!item_power && ip) 373 if (!item_power && ip)
371 { 374 {
372 if (ip > 3) 375 if (ip > 3)
373 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); 376 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
374 377
375 item_power = ip; 378 item_power = ip;
376 } 379 }
377 380
378 /* Check for possibly bogus values. Has to meet both these criteria - 381 /* Check for possibly bogus values. Has to meet both these criteria -
385 if (ip > 2 * item_power && ip > (item_power + 3)) 388 if (ip > 2 * item_power && ip > (item_power + 3))
386 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 389 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
387#endif 390#endif
388 } 391 }
389 392
390 /* Old spellcasting object - need to load in the appropiate object */ 393 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
391 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 394 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
395 if ((type == ROD
396 || type == WAND
397 || type == SCROLL
398 || type == HORN
399 || type == FIREWALL
392 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 400 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
393 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) 401 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
402 && !inv
403 && !loading_arch
404 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
405 // TODO: at least one watchout-comments is redundant - investigate/remove
394 { 406 {
407 // TODO: fix firewall object on map
395 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' 408 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
396 * in that spell was stored in sp. 409 * in that spell was stored in sp.
397 */ 410 */
398 LOG (llevError, "old spellcasting object found: %s", debug_desc ()); 411 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
399 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 412 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
400 insert_ob_in_ob (tmp, this); 413 insert_ob_in_ob (tmp, this);
401 randomitems = NULL; /* So another spell isn't created for this object */ 414 randomitems = 0;
402 } 415 }
403 416
404 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 417 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
405 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 418 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
406 { 419 {
407 LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); 420 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
408 object *tmp = get_archetype_by_object_name (slaying); 421 object *tmp = get_archetype_by_object_name (slaying);
409 insert_ob_in_ob (tmp, this); 422 insert_ob_in_ob (tmp, this);
410 randomitems = 0; /* So another spell isn't created for this object */ 423 randomitems = 0; /* So another spell isn't created for this object */
411 /* without this, value is all screwed up */ 424 /* without this, value is all screwed up */
412 value = arch->value * inv->value; 425 value = arch->value * inv->value;
414 427
415 if (QUERY_FLAG (this, FLAG_MONSTER)) 428 if (QUERY_FLAG (this, FLAG_MONSTER))
416 { 429 {
417 if (stats.hp > stats.maxhp) 430 if (stats.hp > stats.maxhp)
418 { 431 {
419 LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); 432 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
420 stats.maxhp = stats.hp; 433 stats.maxhp = stats.hp;
421 } 434 }
422 435
423 /* The archs just need to be updated for this */ 436 /* The archs just need to be updated for this */
424 if (move_type == 0) 437 if (move_type == 0)
450 stats.maxhp = 0; 463 stats.maxhp = 0;
451 } 464 }
452 else 465 else
453 move_type = MOVE_WALK; 466 move_type = MOVE_WALK;
454 } 467 }
468 }
469
470 // if the object has an animation, try to provide a default face
471 if (has_anim ())
472 {
473 const animation &anim_ob = anim ();
474
475 if (anim_speed)
476 // if this item is time-animated, force the last frame
477 animate_object (this, 0);
478 else if (flag [FLAG_MONSTER])
479 // if it is a monster, set appropriate facing
480 animate_object (this, direction);
455 } 481 }
456} 482}
457 483
458static void 484static void
459set_move (MoveType &mt, const char *str) 485set_move (MoveType &mt, const char *str)
513 539
514next: ; 540next: ;
515 } 541 }
516} 542}
517 543
544//-GPL
545
518#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () 546#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
519 547
520bool 548bool
521object::parse_kv (object_thawer &f) 549object::parse_kv (object_thawer &f)
522{ 550{
550 case KW_race: f.get_ornull (race); break; 578 case KW_race: f.get_ornull (race); break;
551 case KW_slaying: f.get_ornull (slaying); break; 579 case KW_slaying: f.get_ornull (slaying); break;
552 case KW_tag: f.get_ornull (tag); break; 580 case KW_tag: f.get_ornull (tag); break;
553 581
554 case KW_arch: 582 case KW_arch:
555 {
556 object *tmp = object::read (f); 583 if (object *tmp = object::read (f))
557 tmp->deactivate ();
558
559 { 584 {
585 tmp->deactivate ();
586
560 // was: insert_ob_in_ob (tmp, op); 587 // was: insert_ob_in_ob (tmp, op);
561 // but manually adding it can improve map loading times a lot 588 // but manually adding it can improve map loading times a lot
562 // also, appending instead of prepending keeps the 589 // also, appending instead of prepending keeps the
563 // save ordering the same between repeated load/saves. 590 // save ordering the same between repeated load/saves.
564 // and finally we do not want any funny effects 591 // and finally we do not want any funny effects
581 608
582 tmp->below = 0; 609 tmp->below = 0;
583 tmp->env = this; 610 tmp->env = this;
584 op_inv = tmp; 611 op_inv = tmp;
585 } 612 }
586 } 613 else
614 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
615
587 continue; 616 continue;
588 617
589 case KW_other_arch: 618 case KW_other_arch:
590 if (loading_arch == this) 619 if (loading_arch == this)
591 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); 620 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
916 case KW_anim_speed: f.get (anim_speed); break; 945 case KW_anim_speed: f.get (anim_speed); break;
917 case KW_container: f.get (weight_limit); break; 946 case KW_container: f.get (weight_limit); break;
918 case KW_will_apply: f.get (will_apply); break; 947 case KW_will_apply: f.get (will_apply); break;
919 case KW_attack_movement: f.get (attack_movement); break; 948 case KW_attack_movement: f.get (attack_movement); break;
920 case KW_move_state: f.get (move_status); break; 949 case KW_move_state: f.get (move_status); break;
921 case KW_expmul: f.get (expmul); break; 950 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
922 case KW_glow_radius: f.get (glow_radius); break; 951 case KW_glow_radius: f.get (glow_radius); break;
923 case KW_weapontype: f.get (weapontype); break; 952 case KW_weapontype: f.get (weapontype); break;
924 case KW_tooltype: f.get (tooltype); break;
925 case KW_casting_time: f.get (casting_time); break; 953 case KW_casting_time: f.get (casting_time); break;
926 954
927 // elevation is deprecated 955 // elevation is deprecated
928 case KW_elevation: break; 956 case KW_elevation: break;
929 957
953 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 981 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
954 case KW_can_apply: 982 case KW_can_apply:
955 break; 983 break;
956 984
957 case KW_connected: 985 case KW_connected:
958 add_button_link (this, map, f.get_sint32 ()); 986 {
987 shstr connected;
988
989 f.get (connected);
990 add_link (map, connected);
991 }
959 break; 992 break;
960 993
961 case KW_randomitems: 994 case KW_randomitems:
962 if (f.get_str ()) 995 if (f.get_str ())
963 { 996 {
965 loading_arch 998 loading_arch
966 ? treasurelist::get (f.get_str ()) 999 ? treasurelist::get (f.get_str ())
967 : treasurelist::find (f.get_str ()); 1000 : treasurelist::find (f.get_str ());
968 1001
969 if (!randomitems) 1002 if (!randomitems)
1003 {
970 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 1004 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
1005 randomitems = treasurelist::get (shstr_none); // avoid crashes
1006 }
971 } 1007 }
972 else 1008 else
973 randomitems = 0; 1009 randomitems = 0;
974 break; 1010 break;
975 1011
1034 archetype *arch = archetype::find (f.get_str ()); 1070 archetype *arch = archetype::find (f.get_str ());
1035 1071
1036 if (!arch) 1072 if (!arch)
1037 { 1073 {
1038 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); 1074 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
1039 arch = archetype::find ("earthwall"); 1075 arch = archetype::find (shstr_earthwall);
1040 } 1076 }
1041 1077
1042 assert (arch); //D maybe use exception handling of sorts? 1078 assert (arch); //D maybe use exception handling of sorts?
1043 1079
1044 f.next (); 1080 f.next ();
1048 // instance() activates, this should be fixed properly 1084 // instance() activates, this should be fixed properly
1049 op->deactivate (); 1085 op->deactivate ();
1050 1086
1051 if (!op->parse_kv (f)) 1087 if (!op->parse_kv (f))
1052 { 1088 {
1053 op->destroy (true); 1089 op->destroy ();
1054 return 0; 1090 return 0;
1055 } 1091 }
1056 1092
1057 op->post_load_check (); 1093 op->post_load_check ();
1058 return op; 1094 return op;
1070 object_thawer f (buf, (AV *)0); 1106 object_thawer f (buf, (AV *)0);
1071 1107
1072 return op->parse_kv (f); 1108 return op->parse_kv (f);
1073} 1109}
1074 1110
1075/* This returns a string of the integer movement type */
1076#if 0
1077// unused function
1078static char *
1079get_string_move_type (MoveType mt)
1080{
1081 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1082 int i, all_count = 0, count;
1083
1084 strcpy (retbuf, "");
1085 strcpy (retbuf_all, " all");
1086
1087 /* Quick check, and probably fairly common */
1088 if (mt == MOVE_ALL)
1089 return retbuf_all + 1;
1090 if (mt == 0)
1091 {
1092 strcpy (retbuf, "0");
1093 return retbuf;
1094 }
1095
1096 /* We basically slide the bits down. Why look at MOVE_ALL?
1097 * because we may want to return a string like 'all -swim',
1098 * and if we just looked at mt, we couldn't get that.
1099 */
1100 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1101 {
1102 if (mt & (1 << count))
1103 {
1104 strcat (retbuf, " ");
1105 strcat (retbuf, move_name[count]);
1106 }
1107 else
1108 {
1109 strcat (retbuf_all, " -");
1110 strcat (retbuf_all, move_name[count]);
1111 all_count++;
1112 }
1113 }
1114 /* Basically, if there is a single negation, return it, eg
1115 * 'all -swim'. But more than that, just return the
1116 * enumerated values. It doesn't make sense to return
1117 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1118 */
1119 if (all_count <= 1)
1120 return retbuf_all + 1;
1121 else
1122 return retbuf + 1;
1123}
1124#endif
1125
1126// compare *op against *tmp and output differences 1111// compare *op against *arch and output differences
1127static void 1112static void
1128write_diff (object_freezer &f, object *op, object *tmp) 1113write_diff (object_freezer &f, object *op, object *arch)
1129{ 1114{
1130 static const keyword resist_save[NROFATTACKS] = { 1115 static const keyword resist_save[NROFATTACKS] = {
1131# define def(uc, lc, name, plus, change) KW_resist_ ## lc, 1116# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1132# include "attackinc.h" 1117# include "attackinc.h"
1133# undef def 1118# undef def
1267 1252
1268 /* This saves the key/value lists. We do it first so that any 1253 /* This saves the key/value lists. We do it first so that any
1269 * keys that match field names will be overwritten by the loader. 1254 * keys that match field names will be overwritten by the loader.
1270 */ 1255 */
1271 for (key_value *kv = op->key_values; kv; kv = kv->next) 1256 for (key_value *kv = op->key_values; kv; kv = kv->next)
1272 if (!tmp->key_values || tmp->kv (kv->key) != kv->value) 1257 if (!arch->key_values || arch->kv (kv->key) != kv->value)
1273 f.put (kv->key, kv->value); 1258 f.put (kv->key, kv->value);
1274 1259
1275 /* We don't need to worry about the arch's extra fields - they 1260 if (op->uuid)
1276 * will get taken care of the copy_to method. 1261 {
1277 */ 1262 // highly optimised - this is often 25% of all data written
1263 char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
1264 char *ptr = cur;
1278 1265
1279 f.put (KW_uuid, op->uuid.c_str ()); 1266 memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
1267 ptr += sizeof ("uuid ") - 1;
1268 ptr = op->uuid.append (ptr);
1269 *ptr++ = '\n';
1280 1270
1271 f.alloc (ptr - cur);
1272 }
1273
1281#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1274#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v)
1282#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1275#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v)
1276
1277 CMP_OUT (x);
1278 CMP_OUT (y);
1279
1280 CMP_OUT (type);
1281 CMP_OUT (subtype);
1282 CMP_OUT (direction);
1283
1284 CMP_OUT (name);
1285 CMP_OUT (name_pl);
1286
1287 CMP_OUT (speed);
1288 CMP_OUT (speed_left);
1289
1290 CMP_OUT (title);
1291 CMP_OUT (race);
1292 CMP_OUT (slaying);
1293 CMP_OUT (skill);
1294
1295 CMP_OUT (tag);
1296 CMP_OUT (custom_name);
1283 1297
1284 if (object *owner = op->owner) 1298 if (object *owner = op->owner)
1285 f.put (KW_owner, static_cast<const char *>(owner->ref ())); 1299 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1286 1300
1287 CMP_OUT (name); 1301 // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
1288 CMP_OUT (name_pl); 1302
1289 CMP_OUT (custom_name);
1290 CMP_OUT (title);
1291 CMP_OUT (race);
1292 CMP_OUT (skill);
1293 CMP_OUT (slaying);
1294 CMP_OUT (tag);
1295 CMP_OUT (other_arch); 1303 CMP_OUT (other_arch);
1296 1304
1297 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); 1305 if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1298 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); 1306 if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore);
1299 1307
1300 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1308 if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1301 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1309 if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1302 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1310 if (op->sound_destroy != arch->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1303 1311
1304 if (op->animation_id != tmp->animation_id) 1312 if (op->animation_id != arch->animation_id)
1305 if (op->animation_id) 1313 if (op->has_anim ())
1306 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1314 f.put (KW_animation, op->anim ().name);
1307 else 1315 else
1308 { 1316 {
1309 f.put (KW_animation, (const char *)0); 1317 f.put (KW_animation, (const char *)0);
1310 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1318 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1311 } 1319 }
1325 CMP_OUT2 (grace, stats.grace); 1333 CMP_OUT2 (grace, stats.grace);
1326 CMP_OUT2 (maxgrace, stats.maxgrace); 1334 CMP_OUT2 (maxgrace, stats.maxgrace);
1327 CMP_OUT2 (exp, stats.exp); 1335 CMP_OUT2 (exp, stats.exp);
1328 1336
1329 CMP_OUT (perm_exp); 1337 CMP_OUT (perm_exp);
1330 CMP_OUT (expmul); 1338 //CMP_OUT (expmul);
1331 1339
1332 CMP_OUT2 (food, stats.food); 1340 CMP_OUT2 (food, stats.food);
1333 CMP_OUT2 (dam, stats.dam); 1341 CMP_OUT2 (dam, stats.dam);
1334 CMP_OUT2 (luck, stats.luck); 1342 CMP_OUT2 (luck, stats.luck);
1335 CMP_OUT2 (wc, stats.wc); 1343 CMP_OUT2 (wc, stats.wc);
1336 CMP_OUT2 (ac, stats.ac); 1344 CMP_OUT2 (ac, stats.ac);
1337 1345
1338 CMP_OUT (x);
1339 CMP_OUT (y);
1340 CMP_OUT (speed);
1341 CMP_OUT (speed_left);
1342 CMP_OUT2 (move_state, move_status); 1346 CMP_OUT2 (move_state, move_status);
1343 CMP_OUT (attack_movement); 1347 CMP_OUT (attack_movement);
1344 CMP_OUT (nrof); 1348 CMP_OUT (nrof);
1345 CMP_OUT (level); 1349 CMP_OUT (level);
1346 CMP_OUT (direction);
1347 CMP_OUT (type);
1348 CMP_OUT (subtype);
1349 CMP_OUT (attacktype); 1350 CMP_OUT (attacktype);
1350 1351
1352 // using memcmp here seems to be a loss - us gcc vectorising?
1351 for (int i = 0; i < NROFATTACKS; i++) 1353 for (int i = 0; i < NROFATTACKS; i++)
1352 if (expect_false (op->resist[i] != tmp->resist[i])) 1354 if (expect_false (op->resist[i] != arch->resist[i]))
1353 f.put (resist_save[i], op->resist[i]); 1355 f.put (resist_save[i], op->resist[i]);
1354 1356
1355 CMP_OUT (path_attuned); 1357 CMP_OUT (path_attuned);
1356 CMP_OUT (path_repelled); 1358 CMP_OUT (path_repelled);
1357 CMP_OUT (path_denied); 1359 CMP_OUT (path_denied);
1368 CMP_OUT (last_grace); 1370 CMP_OUT (last_grace);
1369 CMP_OUT (last_eat); 1371 CMP_OUT (last_eat);
1370 CMP_OUT (glow_radius); 1372 CMP_OUT (glow_radius);
1371 1373
1372 if (op->flag [FLAG_IS_LINKED]) 1374 if (op->flag [FLAG_IS_LINKED])
1373 if (int i = get_button_value (op)) 1375 if (auto (ol, op->find_link ()))
1374 f.put (KW_connected, i); 1376 f.put (KW_connected, ol->id);
1375 1377
1376 CMP_OUT (randomitems); 1378 CMP_OUT (randomitems);
1377 CMP_OUT2 (container, weight_limit); 1379 CMP_OUT2 (container, weight_limit);
1378 1380
1379 CMP_OUT (run_away); 1381 CMP_OUT (run_away);
1380 CMP_OUT (pick_up); 1382 CMP_OUT (pick_up);
1381 CMP_OUT (will_apply); 1383 CMP_OUT (will_apply);
1382 CMP_OUT (smoothlevel); 1384 CMP_OUT (smoothlevel);
1383 CMP_OUT (weapontype); 1385 CMP_OUT (weapontype);
1384 CMP_OUT (tooltype);
1385 CMP_OUT (client_type); 1386 CMP_OUT (client_type);
1386 CMP_OUT (item_power); 1387 CMP_OUT (item_power);
1387 CMP_OUT (duration); 1388 CMP_OUT (duration);
1388 CMP_OUT (range); 1389 CMP_OUT (range);
1389 CMP_OUT (range_modifier); 1390 CMP_OUT (range_modifier);
1397 CMP_OUT (move_on); 1398 CMP_OUT (move_on);
1398 CMP_OUT (move_off); 1399 CMP_OUT (move_off);
1399 CMP_OUT (move_slow); 1400 CMP_OUT (move_slow);
1400 CMP_OUT (move_slow_penalty); 1401 CMP_OUT (move_slow_penalty);
1401 1402
1402 if (op->flag != tmp->flag) 1403 // obj_original is the only commonly differing flag between archetype
1404 // and object, so special-case it here to be able to skip the loop
1405 object::flags_t diff = op->flags ^ arch->flags;
1406
1407 if (expect_true (diff.any ()))
1408 {
1409 if (expect_false (diff.reset (FLAG_OBJ_ORIGINAL).any ()))
1410 {
1411 // some other flags differ, too
1403 for (int i = 0; i <= NUM_FLAGS; i++) 1412 for (int i = 0; i < NUM_FLAGS; i++)
1404 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) 1413 if (expect_false (flag_names [i] && op->flag [i] != arch->flag [i]))
1405 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1414 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1415 }
1416 else
1417 {
1418 // only obj_original differs
1419 f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0");
1420 }
1421 }
1406 1422
1407 // save body locations 1423 // save body locations. gcc's memcmp does an abysmal job when used
1408 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1424 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1409 if (expect_false (op->slot[i].info != tmp->slot[i].info)) 1425 if (expect_false (op->slot[i].info != arch->slot[i].info))
1410 f.put (body_locations[i].save_name, op->slot[i].info); 1426 f.put (body_locations[i].save_name, op->slot[i].info);
1411} 1427}
1412 1428
1413/* 1429/*
1414 * Dumps all variables in an object to a file. 1430 * Dumps all variables in an object to a file.
1416 * the only place this is not set is when saving the player. 1432 * the only place this is not set is when saving the player.
1417 */ 1433 */
1418bool 1434bool
1419object::write (object_freezer &f) 1435object::write (object_freezer &f)
1420{ 1436{
1421 archetype *at = arch ? arch : archetype::empty; 1437 if (is_arch ())
1422 1438 {
1439 f.put (KW_object, arch->archname);
1440 write_diff (f, this, archetype::empty);
1441 }
1442 else
1443 {
1423 f.put (KW_arch, at->archname); 1444 f.put (KW_arch, arch->archname);
1424 write_diff (f, this, at); 1445 write_diff (f, this, arch);
1446 }
1425 1447
1426 for (object *tmp = inv; tmp; tmp = tmp->below) 1448 for (object *tmp = inv; tmp; tmp = tmp->below)
1427 tmp->write (f); 1449 tmp->write (f);
1428 1450
1429 f.put (this); 1451 f.put (this);

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