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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.121 by root, Sun Sep 14 23:13:25 2008 UTC vs.
Revision 1.181 by root, Wed Nov 14 20:34:58 2018 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 (©) 2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <loader.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
248 "spell_glyph", /* 205 */ 251 "spell_glyph", /* 205 */
249 NULL 252 NULL
250}; 253};
251 254
252/* This function checks the object after it has been loaded (when we 255/* This function checks the object after it has been loaded (when we
253 * get the 'end' in the input stream). This function can be used to 256 * get the 'end' in the input stream). This function can be used to
254 * deal with legacy objects where fields may have changed. It can also be used 257 * deal with legacy objects where fields may have changed. It can also be used
255 * to check for objects to make sure there are no common errors. 258 * to check for objects to make sure there are no common errors.
256 */ 259 */
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 {
271 case RANGED:
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 if (slot [body_range].info != -1) 276 if (slot [body_range].info != -1)
273 { 277 {
274 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 278 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
275 slot [body_range].info = -1; 279 slot [body_range].info = -1;
276 } 280 }
277 break; 281 break;
278 282
279 case WEAPON: 283 case WEAPON:
280 if (slot [body_combat].info != -1) 284 if (slot [body_combat].info != -1)
281 { 285 {
282 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 286 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
283 slot [body_combat].info = -1; 287 slot [body_combat].info = -1;
284 } 288 }
285 break; 289 break;
286 290
287 case SHIELD: 291 case SHIELD:
288 if (slot [body_shield].info != -1) 292 if (slot [body_shield].info != -1)
289 { 293 {
290 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 294 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
291 slot [body_shield].info = -1; 295 slot [body_shield].info = -1;
292 } 296 }
293 break; 297 break;
294 298
299 case CONTAINER:
300 if (nrof)
301 {
302 LOG (llevError, "ITEMBUG: %s: stackable container\n", debug_desc ());
303 nrof = 0;
304 }
305 break;
306
295 case PLAYER: 307 case PLAYER:
296 if (slot [body_shield].info != 1) 308 if (slot [body_shield].info != 1)
297 { 309 {
298 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 310 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
299 slot [body_shield].info = 1; 311 slot [body_shield].info = 1;
300 } 312 }
301 313
302 if (slot [body_combat].info != 1) 314 if (slot [body_combat].info != 1)
303 { 315 {
304 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 316 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
305 slot [body_combat].info = 1; 317 slot [body_combat].info = 1;
306 } 318 }
307 319
308 if (slot [body_range].info != 1) 320 if (slot [body_range].info != 1)
309 { 321 {
310 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 322 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
311 slot [body_range].info = 1; 323 slot [body_range].info = 1;
312 } 324 }
313 break; 325 break;
314 } 326 }
315 327
318 * this isn't perfect (things won't be properly pluralised), but works to 330 * this isn't perfect (things won't be properly pluralised), but works to
319 * that degree (5 heart is still quite understandable). But the case we 331 * that degree (5 heart is still quite understandable). But the case we
320 * also have to catch is if this object is not using the normal name for 332 * also have to catch is if this object is not using the normal name for
321 * the object. In that case, we also want to use the loaded name. 333 * the object. In that case, we also want to use the loaded name.
322 * Otherwise, what happens is that the the plural name will lose 334 * Otherwise, what happens is that the the plural name will lose
323 * information (appear as just 'hearts' and not 'goblins heart') 335 * information (appear as just 'hearts' and not 'goblins heart')
324 */ 336 */
325 if (arch && name != arch->object::name && name_pl == arch->object::name_pl) 337 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
326 name_pl = 0; 338 name_pl = 0;
327 339
328 if (!name_pl) 340 if (!name_pl)
329 name_pl = name; 341 name_pl = name;
330 342
331 /* objects now have a materialname. try to patch it in */ 343 /* objects now have a materialname. try to patch it in */
332 if (!(is_weapon () && level > 0)) 344 if (material == MATERIAL_NULL && !(is_weapon () && level > 0))
333 set_materialname (this, map ? map->difficulty : 5, 0); 345 select_material (this, map ? map->difficulty : 5);
346
347 if (speed < 0.)
348 {
349 flag [FLAG_RANDOM_SPEED] = true;
350 speed = -speed;
351 // speed_left will be randomised in instantiate () and copy_to ()
352 }
334 353
335 /* only do these when program is first run - a bit 354 /* only do these when program is first run - a bit
336 * excessive to do this at every run - most of this is 355 * excessive to do this at every run - most of this is
337 * really just to catch any errors - program will still run, but 356 * really just to catch any errors - program will still run, but
338 * not in the ideal fashion. 357 * not in the ideal fashion.
339 */ 358 */
340 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) 359 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
341 { 360 {
342 if (!skill) 361 if (!skill)
343 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); 362 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
344 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || 363 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
345 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 364 (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); 365 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
347 } 366 }
348 367
349 /* We changed last_heal to gen_sp_armour, which is what it 368 /* We changed last_heal to gen_sp_armour, which is what it
350 * really does for many objects. Need to catch any in maps 369 * really does for many objects. Need to catch any in maps
351 * that may have an old value. 370 * that may have an old value.
357 || type == AMULET || type == GIRDLE 376 || type == AMULET || type == GIRDLE
358 || type == BRACERS || type == CLOAK) 377 || type == BRACERS || type == CLOAK)
359 { 378 {
360 if (last_heal) 379 if (last_heal)
361 { 380 {
362 LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); 381 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
363 gen_sp_armour = last_heal; 382 gen_sp_armour = last_heal;
364 last_heal = 0; 383 last_heal = 0;
365 } 384 }
366 385
367 int ip = calc_item_power (this, 0); 386 int ip = calc_item_power (this, 0);
368 387
369 /* Legacy objects from before item power was in the game */ 388 /* Legacy objects from before item power was in the game */
370 if (!item_power && ip) 389 if (!item_power && ip)
371 { 390 {
372 if (ip > 3) 391 if (ip > 3)
373 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); 392 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
374 393
375 item_power = ip; 394 item_power = ip;
376 } 395 }
377 396
378 /* Check for possibly bogus values. Has to meet both these criteria - 397 /* Check for possibly bogus values. Has to meet both these criteria -
385 if (ip > 2 * item_power && ip > (item_power + 3)) 404 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); 405 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
387#endif 406#endif
388 } 407 }
389 408
390 /* old style spellcasting object (pretty common) - need to load in the appropiate object */ 409 /* old style spellcasting object (pretty common) - need to load in the appropriate object */
391 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */ 410 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
392 if ((type == ROD 411 if ((type == ROD
393 || type == WAND 412 || type == WAND
394 || type == SCROLL 413 || type == SCROLL
395 || type == HORN 414 || type == HORN
404 // TODO: fix firewall object on map 423 // TODO: fix firewall object on map
405 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' 424 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
406 * in that spell was stored in sp. 425 * in that spell was stored in sp.
407 */ 426 */
408 //LOG (llevError, "old spellcasting object found: %s", debug_desc ()); 427 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
409 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 428 object *tmp = archetype::get (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
410 insert_ob_in_ob (tmp, this); 429 insert_ob_in_ob (tmp, this);
411 randomitems = 0; 430 randomitems = 0;
412 } 431 }
413 432
414 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 433 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
415 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 434 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
416 { 435 {
417 LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); 436 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
418 object *tmp = get_archetype_by_object_name (slaying); 437 object *tmp = get_archetype_by_object_name (slaying);
419 insert_ob_in_ob (tmp, this); 438 insert_ob_in_ob (tmp, this);
420 randomitems = 0; /* So another spell isn't created for this object */ 439 randomitems = 0; /* So another spell isn't created for this object */
421 /* without this, value is all screwed up */ 440 /* without this, value is all screwed up */
422 value = arch->value * inv->value; 441 value = arch->value * inv->value;
423 } 442 }
424 443
425 if (QUERY_FLAG (this, FLAG_MONSTER)) 444 if (this->flag [FLAG_MONSTER])
426 { 445 {
427 if (stats.hp > stats.maxhp) 446 if (stats.hp > stats.maxhp)
428 { 447 {
429 LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); 448 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
430 stats.maxhp = stats.hp; 449 stats.maxhp = stats.hp;
431 } 450 }
432 451
433 /* The archs just need to be updated for this */ 452 /* The archs just need to be updated for this */
434 if (move_type == 0) 453 if (move_type == 0)
435 move_type = MOVE_WALK; 454 move_type = MOVE_WALK;
436 } 455 }
437 456
438 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER) 457 if ((this->flag [FLAG_GENERATOR] && this->flag [FLAG_CONTENT_ON_GEN]) || type == CREATOR || type == CONVERTER)
439 /* Object will duplicate it's content as part of the 458 /* Object will duplicate it's content as part of the
440 * generation process. To do this, we must flag inventory 459 * generation process. To do this, we must flag inventory
441 * so it remains unevaluated concerning the randomitems and 460 * so it remains unevaluated concerning the randomitems and
442 * the living (a demonlord shouldn't cast from inside generator!) 461 * the living (a demonlord shouldn't cast from inside generator!)
443 */ 462 */
461 } 480 }
462 else 481 else
463 move_type = MOVE_WALK; 482 move_type = MOVE_WALK;
464 } 483 }
465 } 484 }
485
486 // if the object has an animation, try to provide a default face
487 if (has_anim ())
488 {
489 if (anim_speed)
490 // if this item is time-animated, force the last frame
491 animate_object (this, 0);
492 else if (flag [FLAG_MONSTER])
493 // if it is a monster, set appropriate facing
494 animate_object (this, direction);
495 }
466} 496}
467 497
468static void 498static void
469set_move (MoveType &mt, const char *str) 499set_move (MoveType &mt, object_thawer &f)
470{ 500{
471 static const struct flagstr { 501 static const struct flagstr {
472 const char *name; 502 const char *name;
473 MoveType flags; 503 MoveType flags;
474 } move_flags[] = { 504 } move_flags[] = {
480 { "boat" , MOVE_BOAT }, 510 { "boat" , MOVE_BOAT },
481 { "ship" , MOVE_SHIP }, 511 { "ship" , MOVE_SHIP },
482 { "all" , MOVE_ALL }, 512 { "all" , MOVE_ALL },
483 }; 513 };
484 514
485 if (!str) 515 const char *str = f.get_str ();
486 {
487 mt = 0;
488 return;
489 }
490 516
491 if (isdigit (*str)) 517 if (!*str || isdigit (*str))
492 { 518 {
493 mt = atoi (str); 519 mt = atoi (str);
494 return; 520 return;
495 } 521 }
496 522
497 mt = 0; 523 mt = 0;
498 524
499 for (str = strtok ((char *) str, " "); str; str = strtok (0, " ")) 525 for (str = strtok ((char *)str, " "); str; str = strtok (0, " "))
500 { 526 {
501 bool negate = 0; 527 bool negate = 0;
502 528
503 if (*str == '-') 529 if (*str == '-')
504 { 530 {
505 negate = 1; 531 negate = 1;
506 str++; 532 str++;
507 } 533 }
508 534
509 for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f) 535 for (const flagstr *f = move_flags; f < move_flags + array_length (move_flags); ++f)
510 { 536 {
511 if (!strcmp (f->name, str)) 537 if (!strcmp (f->name, str))
512 { 538 {
513 if (negate) 539 if (negate)
514 mt &= ~f->flags; 540 mt &= ~f->flags;
523 549
524next: ; 550next: ;
525 } 551 }
526} 552}
527 553
554//-GPL
555
528#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () 556#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
529 557
530bool 558bool
531object::parse_kv (object_thawer &f) 559object::parse_kv (object_thawer &f)
532{ 560{
533 object *op_inv = inv; 561 object *op_inv = inv;
534 key_value *last_kv = key_values;
535 562
536 for (;;) 563 for (;;)
537 { 564 {
538 switch (f.kw) 565 switch (f.kw)
539 { 566 {
540 case KW_uuid: 567 case KW_uuid:
541 if (const char *s = f.get_str ())
542 if (!uuid.parse (s)) 568 if (!uuid.parse (f.get_str ()))
543 { 569 {
544 f.parse_warn ("unparseable uuid"); 570 f.parse_warn ("unparseable uuid");
545 uuid = UUID::gen (); 571 uuid = UUID::gen ();
546 } 572 }
547 break; 573 break;
548 574
549 case KW_oid: 575 case KW_oid:
550 f.get (this, f.get_sint32 ()); 576 f.get (this, f.get_sint32 ());
551 break; 577 break;
569 // was: insert_ob_in_ob (tmp, op); 595 // was: insert_ob_in_ob (tmp, op);
570 // but manually adding it can improve map loading times a lot 596 // but manually adding it can improve map loading times a lot
571 // also, appending instead of prepending keeps the 597 // also, appending instead of prepending keeps the
572 // save ordering the same between repeated load/saves. 598 // save ordering the same between repeated load/saves.
573 // and finally we do not want any funny effects 599 // and finally we do not want any funny effects
574 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); 600 tmp->clr_flag (FLAG_OBJ_ORIGINAL);
575 CLEAR_FLAG (tmp, FLAG_REMOVED); 601 tmp->clr_flag (FLAG_REMOVED);
576 602
577 if (!op_inv) 603 if (!op_inv)
578 { 604 {
579 inv = tmp; 605 inv = tmp;
580 tmp->above = 0; 606 tmp->above = 0;
590 616
591 tmp->below = 0; 617 tmp->below = 0;
592 tmp->env = this; 618 tmp->env = this;
593 op_inv = tmp; 619 op_inv = tmp;
594 } 620 }
621 else
622 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
623
595 continue; 624 continue;
596 625
597 case KW_other_arch: 626 case KW_other_arch:
598 if (loading_arch == this) 627 if (loading_arch == this)
599 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); 628 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
610 f.delayed_deref (this, owner, f.get_str ()); 639 f.delayed_deref (this, owner, f.get_str ());
611 break; 640 break;
612 641
613 case KW_animation: 642 case KW_animation:
614 { 643 {
615 CLEAR_FLAG (this, FLAG_ANIMATE); 644 clr_flag (FLAG_ANIMATE);
616 animation_id = 0; 645 animation_id = 0;
617 646
618 const char *str = f.get_str (); 647 if (f.has_value () && (animation_id = animation::find (f.get_str ()).number))
619 if (str && (animation_id = find_animation (str)))
620 SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here 648 set_flag (FLAG_ANIMATE); //TODO: should not be forced to true here
621 } 649 }
622 break; 650 break;
623 651
624 case KW_last_heal: f.get (last_heal); break; 652 case KW_last_heal: f.get (last_heal); break;
625 case KW_last_sp: f.get (last_sp); break; 653 case KW_last_sp: f.get (last_sp); break;
626 case KW_last_grace: f.get (last_grace); break; 654 case KW_last_grace: f.get (last_grace); break;
627 case KW_last_eat: f.get (last_eat); break; 655 case KW_last_eat: f.get (last_eat); break;
656 case KW_sl:
628 case KW_speed_left: f.get (speed_left); break; 657 case KW_speed_left: f.get (speed_left); break;
629 658
630 case KW_speed: 659 case KW_speed:
631 f.get (speed); 660 f.get (speed);
632 661
641 move_slow |= MOVE_WALK; 670 move_slow |= MOVE_WALK;
642 f.get (move_slow_penalty); 671 f.get (move_slow_penalty);
643 break; 672 break;
644 673
645 case KW_face: 674 case KW_face:
646 face = face_find (f.get_str ()); 675 face = f.has_value () ? face_find (f.get_str ()) : blank_face;
647 break; 676 break;
648 677
649 case KW_sound: 678 case KW_sound:
679 if (f.has_value ())
680 {
650 sound = sound_find (f.get_str ()); 681 sound = sound_find (f.get_str ());
651 if (!sound) 682 if (!sound)
652 f.parse_warn ("sound not found"); 683 f.parse_warn (format ("sound '%s' not found", f.get_str ()));
684 }
685 else
686 sound = 0;
653 break; 687 break;
654 688
655 case KW_sound_destroy: 689 case KW_sound_destroy:
690 if (f.has_value ())
691 {
656 sound_destroy = sound_find (f.get_str ()); 692 sound_destroy = sound_find (f.get_str ());
657 if (!sound_destroy) 693 if (!sound_destroy)
658 f.parse_warn ("sound not found"); 694 f.parse_warn (format ("sound '%s' not found", f.get_str ()));
695 }
696 else
697 sound_destroy = 0;
659 break; 698 break;
660 699
661 case KW_x: f.get (x); break; 700 case KW_x: f.get (x); break;
662 case KW_y: f.get (y); break; 701 case KW_y: f.get (y); break;
663 702
704 case KW_invisible: f.get (invisible); break; 743 case KW_invisible: f.get (invisible); break;
705 case KW_magic: f.get (magic); break; 744 case KW_magic: f.get (magic); break;
706 case KW_state: f.get (state); break; 745 case KW_state: f.get (state); break;
707 case KW_move_slow_penalty: f.get (move_slow_penalty); break; 746 case KW_move_slow_penalty: f.get (move_slow_penalty); break;
708 case KW_material: f.get (materials); break; //TODO: nuke 747 case KW_material: f.get (materials); break; //TODO: nuke
709 case KW_materialname: f.get (materialname); break; 748 case KW_materialname: f.get (material); break;
710 749
711 /* These are the new values */ 750 /* These are the new values */
712 case KW_move_block: set_move (move_block, f.get_str ()); break; 751 case KW_move_block: set_move (move_block, f); break;
713 case KW_move_allow: set_move (move_allow, f.get_str ()); break; 752 case KW_move_allow: set_move (move_allow, f); break;
714 case KW_move_type: set_move (move_type, f.get_str ()); break; 753 case KW_move_type: set_move (move_type , f); break;
715 case KW_move_on: set_move (move_on, f.get_str ()); break; 754 case KW_move_on: set_move (move_on , f); break;
716 case KW_move_off: set_move (move_off, f.get_str ()); break; 755 case KW_move_off: set_move (move_off , f); break;
717 case KW_move_slow: set_move (move_slow, f.get_str ()); break; 756 case KW_move_slow: set_move (move_slow , f); break;
718
719 /* These are all legacy - any new objects should use the move_ .. values */
720 case KW_no_pass:
721 {
722 if (f.get_sint32 ())
723 move_block = MOVE_ALL;
724 else
725 move_block = 0;
726 }
727
728 break;
729
730 /* These are all legacy - any new objects should use the move_ .. values */
731 case KW_walk_on:
732 {
733 if (f.get_sint32 ())
734 move_on |= MOVE_WALK;
735 else
736 move_on &= ~MOVE_WALK;
737 }
738
739 break;
740
741 /* These are all legacy - any new objects should use the move_ .. values */
742 case KW_walk_off:
743 {
744 if (f.get_sint32 ())
745 move_off |= MOVE_WALK;
746 else
747 move_off &= ~MOVE_WALK;
748 }
749 break;
750
751 /* These are all legacy - any new objects should use the move_ .. values */
752 case KW_fly_on:
753 {
754 if (f.get_sint32 ())
755 move_on |= MOVE_FLY_LOW;
756 else
757 move_on &= ~MOVE_FLY_LOW;
758 }
759 break;
760
761 /* These are all legacy - any new objects should use the move_ .. values */
762 case KW_fly_off:
763 {
764 if (f.get_sint32 ())
765 move_off |= MOVE_FLY_LOW;
766 else
767 move_off &= ~MOVE_FLY_LOW;
768 }
769 break;
770 757
771 //TODO: remove these after converting archetypes 758 //TODO: remove these after converting archetypes
772 case KW_can_use_wand: 759 case KW_can_use_wand:
773 GET_FLAG (this, FLAG_USE_RANGE); 760 GET_FLAG (this, FLAG_USE_RANGE);
774 break; 761 break;
775 762
776 /* These are all legacy - any new objects should use the move_ .. values */
777 case KW_flying:
778 {
779 if (f.get_sint32 ())
780 move_type |= MOVE_FLY_LOW;
781 else
782 move_type &= ~MOVE_FLY_LOW;
783 }
784 break;
785
786
787 case KW_identified: 763 case KW_identified:
788 GET_FLAG (this, FLAG_IDENTIFIED); 764 GET_FLAG (this, FLAG_IDENTIFIED);
789 //TODO: move to check_object or so 765 //TODO: move to check_object or so
790 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 766 if (this->flag [FLAG_IDENTIFIED])
791 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 767 this->clr_flag (FLAG_KNOWN_MAGICAL);
792 768
793 break; 769 break;
794 770
795 case KW_friendly: 771 case KW_friendly:
796 if (f.get_bool ()) 772 if (f.get_bool ())
823 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break; 799 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break;
824 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break; 800 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break;
825 case KW_hitback: GET_FLAG (this, FLAG_HITBACK); break; 801 case KW_hitback: GET_FLAG (this, FLAG_HITBACK); break;
826 case KW_startequip: GET_FLAG (this, FLAG_STARTEQUIP); break; 802 case KW_startequip: GET_FLAG (this, FLAG_STARTEQUIP); break;
827 case KW_blocksview: GET_FLAG (this, FLAG_BLOCKSVIEW); break; 803 case KW_blocksview: GET_FLAG (this, FLAG_BLOCKSVIEW); break;
804 case KW_is_transparent_floor: GET_FLAG (this, FLAG_IS_TRANSPARENT_FLOOR); break;
828 case KW_undead: GET_FLAG (this, FLAG_UNDEAD); break; 805 case KW_undead: GET_FLAG (this, FLAG_UNDEAD); break;
829 case KW_scared: GET_FLAG (this, FLAG_SCARED); break; 806 case KW_scared: GET_FLAG (this, FLAG_SCARED); break;
830 case KW_unaggressive: GET_FLAG (this, FLAG_UNAGGRESSIVE); break; 807 case KW_unaggressive: GET_FLAG (this, FLAG_UNAGGRESSIVE); break;
831 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 808 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
832 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 809 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
833 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 810 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
834 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 811 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
835 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 812 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
836 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
837 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 813 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
838 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 814 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
839 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 815 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
840 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 816 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
841 case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break; 817 case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break;
885 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 861 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
886 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 862 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
887 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 863 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
888 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break; 864 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
889 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break; 865 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
866 case KW_random_speed: GET_FLAG (this, FLAG_RANDOM_SPEED); break;
867 case KW_is_quad: GET_FLAG (this, FLAG_IS_QUAD); break;
890 868
891 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 869 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
892 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 870 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
893 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 871 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
894 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 872 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
924 case KW_anim_speed: f.get (anim_speed); break; 902 case KW_anim_speed: f.get (anim_speed); break;
925 case KW_container: f.get (weight_limit); break; 903 case KW_container: f.get (weight_limit); break;
926 case KW_will_apply: f.get (will_apply); break; 904 case KW_will_apply: f.get (will_apply); break;
927 case KW_attack_movement: f.get (attack_movement); break; 905 case KW_attack_movement: f.get (attack_movement); break;
928 case KW_move_state: f.get (move_status); break; 906 case KW_move_state: f.get (move_status); break;
929 case KW_expmul: f.get (expmul); break; 907 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
930 case KW_glow_radius: f.get (glow_radius); break; 908 case KW_glow_radius: f.get (glow_radius); break;
931 case KW_weapontype: f.get (weapontype); break; 909 case KW_weapontype: f.get (weapontype); break;
932 case KW_tooltype: f.get (tooltype); break;
933 case KW_casting_time: f.get (casting_time); break; 910 case KW_casting_time: f.get (casting_time); break;
934 911
935 // elevation is deprecated 912 // elevation is deprecated
936 case KW_elevation: break; 913 case KW_elevation: break;
937 914
961 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 938 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
962 case KW_can_apply: 939 case KW_can_apply:
963 break; 940 break;
964 941
965 case KW_connected: 942 case KW_connected:
966 add_button_link (this, map, f.get_sint32 ()); 943 {
944 shstr connected;
945
946 f.get (connected);
947 add_link (map, connected);
948 }
967 break; 949 break;
968 950
969 case KW_randomitems: 951 case KW_randomitems:
970 if (f.get_str ()) 952 if (f.has_value ())
971 { 953 {
972 randomitems = 954 randomitems =
973 loading_arch 955 loading_arch
974 ? treasurelist::get (f.get_str ()) 956 ? treasurelist::get (f.get_str ())
975 : treasurelist::find (f.get_str ()); 957 : treasurelist::find (f.get_str ());
976 958
977 if (!randomitems) 959 if (!randomitems)
960 {
978 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 961 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
962 randomitems = treasurelist::get (shstr_none); // avoid crashes
963 }
979 } 964 }
980 else 965 else
981 randomitems = 0; 966 randomitems = 0;
982 break; 967 break;
983 968
999 984
1000 f.next (); 985 f.next ();
1001 return true; 986 return true;
1002 987
1003 case KW_ERROR: 988 case KW_ERROR:
1004 // append as key value pair (do not use kv_set as it prepends)
1005 // we also do not even try to find old values, duplicate keys stay duplicate 989 // we do not even try to find old values, duplicate keys stay duplicate
1006 { 990 // the list gets reversed after loading
1007 key_value *kv = new key_value; 991 kv.add (shstr (f.kw_str), shstr (f.value));
1008
1009 kv->next = 0;
1010 kv->key = shstr (f.kw_str);
1011 kv->value = shstr (f.value);
1012
1013 if (!last_kv)
1014 key_values = last_kv = kv;
1015 else
1016 {
1017 while (last_kv->next)
1018 last_kv = last_kv->next;
1019
1020 last_kv->next = kv;
1021 last_kv = kv;
1022 }
1023 }
1024 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
1025 break; 992 break;
1026 993
1027 default: 994 default:
1028 if (!f.parse_error ("object", name)) 995 if (!f.parse_error ("object", name))
1029 return false; 996 return false;
1041 1008
1042 archetype *arch = archetype::find (f.get_str ()); 1009 archetype *arch = archetype::find (f.get_str ());
1043 1010
1044 if (!arch) 1011 if (!arch)
1045 { 1012 {
1046 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); 1013 LOG (llevError, "object referring to nonexistent archetype '%s'.\n", f.get_str ());
1047 arch = archetype::find ("earthwall"); 1014 arch = archetype::find (shstr_earthwall);
1048 } 1015 }
1049 1016
1050 assert (arch); //D maybe use exception handling of sorts? 1017 assert (arch); //D maybe use exception handling of sorts?
1051 1018
1052 f.next (); 1019 f.next ();
1056 // instance() activates, this should be fixed properly 1023 // instance() activates, this should be fixed properly
1057 op->deactivate (); 1024 op->deactivate ();
1058 1025
1059 if (!op->parse_kv (f)) 1026 if (!op->parse_kv (f))
1060 { 1027 {
1061 op->destroy (true); 1028 op->destroy ();
1062 return 0; 1029 return 0;
1063 } 1030 }
1031
1032 // the loader reverses the ordering of kv-pairs, so we reverse it again after loading
1033 // that greatly simplifies the loading code.
1034 op->kv.reverse ();
1064 1035
1065 op->post_load_check (); 1036 op->post_load_check ();
1066 return op; 1037 return op;
1067} 1038}
1068 1039
1073 * override values and in c_wiz to mutate values. 1044 * override values and in c_wiz to mutate values.
1074 */ 1045 */
1075int 1046int
1076set_variable (object *op, char *buf) 1047set_variable (object *op, char *buf)
1077{ 1048{
1078 object_thawer f (buf, (AV *)0); 1049 object_thawer f (format ("%s\nend", buf), (AV *)0);
1079 1050
1080 return op->parse_kv (f); 1051 return op->parse_kv (f);
1081} 1052}
1082 1053
1083/* This returns a string of the integer movement type */
1084#if 0
1085// unused function
1086static char *
1087get_string_move_type (MoveType mt)
1088{
1089 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1090 int i, all_count = 0, count;
1091
1092 strcpy (retbuf, "");
1093 strcpy (retbuf_all, " all");
1094
1095 /* Quick check, and probably fairly common */
1096 if (mt == MOVE_ALL)
1097 return retbuf_all + 1;
1098 if (mt == 0)
1099 {
1100 strcpy (retbuf, "0");
1101 return retbuf;
1102 }
1103
1104 /* We basically slide the bits down. Why look at MOVE_ALL?
1105 * because we may want to return a string like 'all -swim',
1106 * and if we just looked at mt, we couldn't get that.
1107 */
1108 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1109 {
1110 if (mt & (1 << count))
1111 {
1112 strcat (retbuf, " ");
1113 strcat (retbuf, move_name[count]);
1114 }
1115 else
1116 {
1117 strcat (retbuf_all, " -");
1118 strcat (retbuf_all, move_name[count]);
1119 all_count++;
1120 }
1121 }
1122 /* Basically, if there is a single negation, return it, eg
1123 * 'all -swim'. But more than that, just return the
1124 * enumerated values. It doesn't make sense to return
1125 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1126 */
1127 if (all_count <= 1)
1128 return retbuf_all + 1;
1129 else
1130 return retbuf + 1;
1131}
1132#endif
1133
1134// compare *op against *tmp and output differences 1054// compare *op against *arch and output differences
1135static void 1055static void
1136write_diff (object_freezer &f, object *op, object *tmp) 1056write_diff (object_freezer &f, object *op, object *arch)
1137{ 1057{
1138 static const keyword resist_save[NROFATTACKS] = { 1058 static const keyword resist_save[NROFATTACKS] = {
1139# define def(uc, lc, name, plus, change) KW_resist_ ## lc, 1059# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1140# include "attackinc.h" 1060# include "attackinc.h"
1141# undef def 1061# undef def
1154 KW_NULL, 1074 KW_NULL,
1155 KW_applied, 1075 KW_applied,
1156 KW_unpaid, 1076 KW_unpaid,
1157 KW_can_use_shield, 1077 KW_can_use_shield,
1158 KW_no_pick, 1078 KW_no_pick,
1159 KW_NULL, // walk_on 1079 KW_is_transparent_floor,
1080 /* 10 */
1160 KW_NULL, // no_pass 1081 KW_NULL, // no_pass
1161 /* 10 */
1162 KW_is_animated, 1082 KW_is_animated,
1163 KW_NULL, // slow_move 1083 KW_NULL, // slow_move
1164 KW_NULL, // flying 1084 KW_NULL, // flying
1165 KW_monster, 1085 KW_monster,
1166 KW_friendly, 1086 KW_friendly,
1167 KW_generator, 1087 KW_generator,
1168 KW_is_thrown, 1088 KW_is_thrown,
1169 KW_auto_apply, 1089 KW_auto_apply,
1170 KW_treasure_env, 1090 KW_treasure_env,
1091 /* 20 */
1171 KW_player_sold, 1092 KW_player_sold,
1172 /* 20 */
1173 KW_see_invisible, 1093 KW_see_invisible,
1174 KW_can_roll, 1094 KW_can_roll,
1175 KW_overlay_floor, 1095 KW_overlay_floor,
1176 KW_is_turnable, 1096 KW_is_turnable,
1177 KW_NULL, // walk_off 1097 KW_NULL, // walk_off
1178 KW_NULL, // fly_on 1098 KW_NULL, // fly_on
1179 KW_NULL, // fly_off 1099 KW_NULL, // fly_off
1180 KW_is_used_up, 1100 KW_is_used_up,
1181 KW_identified, 1101 KW_identified,
1102 /* 30 */
1182 KW_reflecting, 1103 KW_reflecting,
1183 /* 30 */
1184 KW_changing, 1104 KW_changing,
1185 KW_splitting, 1105 KW_splitting,
1186 KW_hitback, 1106 KW_hitback,
1187 KW_startequip, 1107 KW_startequip,
1188 KW_blocksview, 1108 KW_blocksview,
1189 KW_undead, 1109 KW_undead,
1190 KW_scared, 1110 KW_scared,
1191 KW_unaggressive, 1111 KW_unaggressive,
1192 KW_reflect_missile, 1112 KW_reflect_missile,
1113 /* 40 */
1193 KW_reflect_spell, 1114 KW_reflect_spell,
1194 /* 40 */
1195 KW_no_magic, 1115 KW_no_magic,
1196 KW_no_fix_player, 1116 KW_NULL,
1197 KW_is_lightable, 1117 KW_is_lightable,
1198 KW_tear_down, 1118 KW_tear_down,
1199 KW_run_away, 1119 KW_run_away,
1200 KW_NULL, // pass_thru 1120 KW_NULL, // pass_thru
1201 KW_NULL, // an_pass_thru 1121 KW_NULL, // an_pass_thru
1202 KW_pick_up, 1122 KW_pick_up,
1203 KW_unique, 1123 KW_unique,
1124 /* 50 */
1204 KW_no_drop, 1125 KW_no_drop,
1205 /* 50 */
1206 KW_NULL, // wizcast 1126 KW_NULL, // wizcast
1207 KW_can_cast_spell, 1127 KW_can_cast_spell,
1208 KW_can_use_scroll, 1128 KW_can_use_scroll,
1209 KW_can_use_range, 1129 KW_can_use_range,
1210 KW_can_use_bow, 1130 KW_can_use_bow,
1211 KW_can_use_armour, 1131 KW_can_use_armour,
1212 KW_can_use_weapon, 1132 KW_can_use_weapon,
1213 KW_can_use_ring, 1133 KW_can_use_ring,
1214 KW_has_ready_range, 1134 KW_has_ready_range,
1135 /* 60 */
1215 KW_has_ready_bow, 1136 KW_has_ready_bow,
1216 /* 60 */
1217 KW_xrays, 1137 KW_xrays,
1218 KW_NULL, 1138 KW_NULL,
1219 KW_is_floor, 1139 KW_is_floor,
1220 KW_lifesave, 1140 KW_lifesave,
1221 KW_no_strength, 1141 KW_no_strength,
1222 KW_sleep, 1142 KW_sleep,
1223 KW_stand_still, 1143 KW_stand_still,
1224 KW_random_move, 1144 KW_random_move,
1225 KW_only_attack, 1145 KW_only_attack,
1146 /* 70 */
1226 KW_confused, 1147 KW_confused,
1227 /* 70 */
1228 KW_stealth, 1148 KW_stealth,
1229 KW_NULL, 1149 KW_NULL,
1230 KW_NULL, 1150 KW_NULL,
1231 KW_cursed, 1151 KW_cursed,
1232 KW_damned, 1152 KW_damned,
1233 KW_see_anywhere, 1153 KW_see_anywhere,
1234 KW_known_magical, 1154 KW_known_magical,
1235 KW_known_cursed, 1155 KW_known_cursed,
1236 KW_can_use_skill, 1156 KW_can_use_skill,
1157 /* 80 */
1237 KW_been_applied, 1158 KW_been_applied,
1238 /* 80 */
1239 KW_has_ready_scroll, 1159 KW_has_ready_scroll,
1240 KW_can_use_rod, 1160 KW_can_use_rod,
1241 KW_precious, 1161 KW_precious,
1242 KW_can_use_horn, 1162 KW_can_use_horn,
1243 KW_make_invisible, 1163 KW_make_invisible,
1244 KW_inv_locked, 1164 KW_inv_locked,
1245 KW_is_wooded, 1165 KW_is_wooded,
1246 KW_is_hilly, 1166 KW_is_hilly,
1247 KW_has_ready_skill, 1167 KW_has_ready_skill,
1168 /* 90 */
1248 KW_has_ready_weapon, 1169 KW_has_ready_weapon,
1249 /* 90 */
1250 KW_no_skill_ident, 1170 KW_no_skill_ident,
1251 KW_is_blind, 1171 KW_is_blind,
1252 KW_can_see_in_dark, 1172 KW_can_see_in_dark,
1253 KW_is_cauldron, 1173 KW_is_cauldron,
1254 KW_NULL, 1174 KW_NULL,
1255 KW_no_steal, 1175 KW_no_steal,
1256 KW_one_hit, 1176 KW_one_hit,
1257 KW_NULL, 1177 KW_NULL,
1258 KW_berserk, 1178 KW_berserk,
1179 /* 100 */
1259 KW_neutral, 1180 KW_neutral,
1260 /* 100 */
1261 KW_no_attack, 1181 KW_no_attack,
1262 KW_no_damage, 1182 KW_no_damage,
1263 KW_obj_original, 1183 KW_obj_original,
1264 KW_NULL, 1184 KW_random_speed,
1265 KW_activate_on_push, 1185 KW_activate_on_push,
1266 KW_activate_on_release, 1186 KW_activate_on_release,
1267 KW_is_water, 1187 KW_is_water,
1268 KW_use_content_on_gen, 1188 KW_use_content_on_gen,
1269 KW_NULL, 1189 KW_NULL,
1190 /* 110 */
1270 KW_is_buildable, 1191 KW_is_buildable,
1271 /* 110 */
1272 KW_destroy_on_death, 1192 KW_destroy_on_death,
1273 KW_NULL, 1193 KW_NULL,
1274 }; 1194 };
1275 1195
1196 // obj_original is the only commonly differing flag between archetype
1197 // and object, so special-case it here to be able to skip the loop
1198 static const struct flagmask : object::flags_t
1199 {
1200 flagmask ()
1201 {
1202 for (int i = 0; i < NUM_FLAGS; i++)
1203 if (flag_names [i])
1204 set (i);
1205 }
1206 } flagmask;
1207
1276 /* This saves the key/value lists. We do it first so that any 1208 /* This saves the key/value lists. We do it first so that any
1277 * keys that match field names will be overwritten by the loader. 1209 * keys that match field names will be overwritten by the loader.
1278 */ 1210 */
1279 for (key_value *kv = op->key_values; kv; kv = kv->next) 1211 for (key_value *kv = op->kv.first; kv; kv = kv->next)
1280 if (!tmp->key_values || tmp->kv (kv->key) != kv->value) 1212 if (arch->kv.empty () || arch->kv [kv->key] != kv->value)
1281 f.put (kv->key, kv->value); 1213 f.put (kv->key, kv->value);
1282 1214
1283 /* We don't need to worry about the arch's extra fields - they 1215 if (op->uuid)
1284 * will get taken care of the copy_to method. 1216 {
1285 */ 1217 // highly optimised - this is often 25% of all data written
1218 char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
1219 char *ptr = cur;
1286 1220
1287 f.put (KW_uuid, op->uuid.c_str ()); 1221 memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
1222 ptr += sizeof ("uuid ") - 1;
1223 ptr = op->uuid.append (ptr);
1224 *ptr++ = '\n';
1288 1225
1226 f.alloc (ptr - cur);
1227 }
1228
1289#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1229#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW (v), op->v)
1290#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1230#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW (k), op->v)
1291 1231
1292 if (object *owner = op->owner) 1232 CMP_OUT (x);
1293 f.put (KW_owner, static_cast<const char *>(owner->ref ())); 1233 CMP_OUT (y);
1234
1235 CMP_OUT (type);
1236 CMP_OUT (subtype);
1237 CMP_OUT (direction);
1294 1238
1295 CMP_OUT (name); 1239 CMP_OUT (name);
1296 CMP_OUT (name_pl); 1240 CMP_OUT (name_pl);
1297 CMP_OUT (custom_name); 1241 CMP_OUT (speed);
1242
1243 // speed_left is a major time-burner, and has good locality, so
1244 // we use a simple lookup-cache to avoid the very slow printf.
1245 if (op->speed_left != arch->speed_left)
1246 {
1247 static double last_speed_left = 0.;
1248 static char last_speed_left_str [256] = "sl 0\n";
1249 static int last_speed_left_len = sizeof ("sl 0\n") - 1;
1250
1251 if (last_speed_left != op->speed_left)
1252 {
1253 last_speed_left = op->speed_left;
1254 // .7g loses precision even for float, but gives nice round numbers and smaller files
1255 // maybe hex format or a raw binary dump of the float is good enough, more exact, and much faster?
1256 // (printf is typically very slow)
1257 last_speed_left_len = sizeof ("sl ") - 1
1258 + sprintf (last_speed_left_str + sizeof ("sl ") - 1, "%.7g\n", last_speed_left);
1259 }
1260
1261 f.add (last_speed_left_str, last_speed_left_len);
1262 }
1263
1298 CMP_OUT (title); 1264 CMP_OUT (title);
1299 CMP_OUT (race); 1265 CMP_OUT (race);
1266 CMP_OUT (slaying);
1300 CMP_OUT (skill); 1267 CMP_OUT (skill);
1301 CMP_OUT (slaying); 1268
1302 CMP_OUT (tag); 1269 CMP_OUT (tag);
1270 CMP_OUT (custom_name);
1271
1272 if (object *owner = op->owner)
1273 if (const char *ref = owner->ref ())
1274 f.put (KW(owner), ref);
1275
1276 // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
1277
1303 CMP_OUT (other_arch); 1278 CMP_OUT (other_arch);
1304 1279
1305 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); 1280 if (op->msg != arch->msg ) f.put (KW(msg) , KW(endmsg) , op->msg );
1306 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); 1281 if (op->lore != arch->lore) f.put (KW(lore), KW(endlore), op->lore);
1307 1282
1308 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1283 if (op->face != arch->face ) f.put (KW(face) , op->face ? &faces [op->face ] : 0);
1309 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1284 if (op->sound != arch->sound ) f.put (KW(sound) , op->sound ? &faces [op->sound ] : 0);
1310 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1285 if (op->sound_destroy != arch->sound_destroy) f.put (KW(sound_destroy), op->sound_destroy ? &faces [op->sound_destroy] : 0);
1311 1286
1312 if (op->animation_id != tmp->animation_id) 1287 if (op->animation_id != arch->animation_id)
1313 if (op->animation_id) 1288 if (op->has_anim ())
1314 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1289 f.put (KW(animation), op->anim ().name);
1315 else 1290 else
1316 { 1291 {
1317 f.put (KW_animation, (const char *)0); 1292 f.put (KW(animation));
1318 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1293 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1319 } 1294 }
1320 1295
1321 CMP_OUT2 (str, stats.Str); 1296 CMP_OUT2 (str, stats.Str);
1322 CMP_OUT2 (dex, stats.Dex); 1297 CMP_OUT2 (dex, stats.Dex);
1333 CMP_OUT2 (grace, stats.grace); 1308 CMP_OUT2 (grace, stats.grace);
1334 CMP_OUT2 (maxgrace, stats.maxgrace); 1309 CMP_OUT2 (maxgrace, stats.maxgrace);
1335 CMP_OUT2 (exp, stats.exp); 1310 CMP_OUT2 (exp, stats.exp);
1336 1311
1337 CMP_OUT (perm_exp); 1312 CMP_OUT (perm_exp);
1338 CMP_OUT (expmul); 1313 //CMP_OUT (expmul);
1339 1314
1340 CMP_OUT2 (food, stats.food); 1315 CMP_OUT2 (food, stats.food);
1341 CMP_OUT2 (dam, stats.dam); 1316 CMP_OUT2 (dam, stats.dam);
1342 CMP_OUT2 (luck, stats.luck); 1317 CMP_OUT2 (luck, stats.luck);
1343 CMP_OUT2 (wc, stats.wc); 1318 CMP_OUT2 (wc, stats.wc);
1344 CMP_OUT2 (ac, stats.ac); 1319 CMP_OUT2 (ac, stats.ac);
1345 1320
1346 CMP_OUT (x);
1347 CMP_OUT (y);
1348 CMP_OUT (speed);
1349 CMP_OUT (speed_left);
1350 CMP_OUT2 (move_state, move_status); 1321 CMP_OUT2 (move_state, move_status);
1351 CMP_OUT (attack_movement); 1322 CMP_OUT (attack_movement);
1352 CMP_OUT (nrof); 1323 CMP_OUT (nrof);
1353 CMP_OUT (level); 1324 CMP_OUT (level);
1354 CMP_OUT (direction);
1355 CMP_OUT (type);
1356 CMP_OUT (subtype);
1357 CMP_OUT (attacktype); 1325 CMP_OUT (attacktype);
1358 1326
1327 // using memcmp here seems to be a loss - is gcc vectorising?
1359 for (int i = 0; i < NROFATTACKS; i++) 1328 for (int i = 0; i < NROFATTACKS; i++)
1360 if (expect_false (op->resist[i] != tmp->resist[i])) 1329 if (expect_false (op->resist[i] != arch->resist[i]))
1361 f.put (resist_save[i], op->resist[i]); 1330 f.put (resist_save[i], op->resist[i]);
1362 1331
1363 CMP_OUT (path_attuned); 1332 CMP_OUT (path_attuned);
1364 CMP_OUT (path_repelled); 1333 CMP_OUT (path_repelled);
1365 CMP_OUT (path_denied); 1334 CMP_OUT (path_denied);
1335
1366 CMP_OUT2 (material, materials);//TODO: nuke 1336 CMP_OUT2 (material, materials);//TODO: nuke
1367 CMP_OUT (materialname); 1337 if (op->material != arch->material)
1338 f.put (KW(materialname), op->material->name);
1339
1368 CMP_OUT (value); 1340 CMP_OUT (value);
1369 CMP_OUT (carrying); 1341 CMP_OUT (carrying);
1370 CMP_OUT (weight); 1342 CMP_OUT (weight);
1371 CMP_OUT (invisible); 1343 CMP_OUT (invisible);
1372 CMP_OUT (state); 1344 CMP_OUT (state);
1376 CMP_OUT (last_grace); 1348 CMP_OUT (last_grace);
1377 CMP_OUT (last_eat); 1349 CMP_OUT (last_eat);
1378 CMP_OUT (glow_radius); 1350 CMP_OUT (glow_radius);
1379 1351
1380 if (op->flag [FLAG_IS_LINKED]) 1352 if (op->flag [FLAG_IS_LINKED])
1381 if (int i = get_button_value (op)) 1353 if (auto (ol, op->find_link ()))
1382 f.put (KW_connected, i); 1354 f.put (KW(connected), ol->id);
1383 1355
1384 CMP_OUT (randomitems); 1356 CMP_OUT (randomitems);
1357
1385 CMP_OUT2 (container, weight_limit); 1358 CMP_OUT2 (container, weight_limit);
1386 1359
1387 CMP_OUT (run_away); 1360 CMP_OUT (run_away);
1388 CMP_OUT (pick_up); 1361 CMP_OUT (pick_up);
1389 CMP_OUT (will_apply); 1362 CMP_OUT (will_apply);
1390 CMP_OUT (smoothlevel); 1363 CMP_OUT (smoothlevel);
1391 CMP_OUT (weapontype); 1364 CMP_OUT (weapontype);
1392 CMP_OUT (tooltype);
1393 CMP_OUT (client_type); 1365 CMP_OUT (client_type);
1394 CMP_OUT (item_power); 1366 CMP_OUT (item_power);
1395 CMP_OUT (duration); 1367 CMP_OUT (duration);
1396 CMP_OUT (range); 1368 CMP_OUT (range);
1397 CMP_OUT (range_modifier); 1369 CMP_OUT (range_modifier);
1405 CMP_OUT (move_on); 1377 CMP_OUT (move_on);
1406 CMP_OUT (move_off); 1378 CMP_OUT (move_off);
1407 CMP_OUT (move_slow); 1379 CMP_OUT (move_slow);
1408 CMP_OUT (move_slow_penalty); 1380 CMP_OUT (move_slow_penalty);
1409 1381
1410 if (op->flag != tmp->flag) 1382 object::flags_t diff = (op->flag ^ arch->flag) & flagmask;
1383
1384#if stdcpp // we need gcc, sorry
1385 if (diff [FLAG_OBJ_ORIGINAL])
1386 f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? CS(1) : CS(0));
1387
1388 diff.reset (FLAG_OBJ_ORIGINAL);
1389
1390 // quickly test whether any other flags differ
1391 if (expect_true (diff.any ()))
1411 for (int i = 0; i <= NUM_FLAGS; i++) 1392 for (int i = 0; i < NUM_FLAGS; i++)
1412 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) 1393 if (expect_false (diff [i]))
1413 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1394 f.put (flag_names [i], op->flag [i] ? CS(1) : CS(0));
1395#else
1396 // use sgi extensions
1397 for (int i = diff._Find_first (); i < diff.size (); i = diff._Find_next (i))
1398 f.put (flag_names [i], op->flag [i] ? CS(1) : CS(0));
1399#endif
1414 1400
1415 // save body locations 1401 // save body locations. gcc's memcmp does an abysmal job when used
1416 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1402 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1417 if (expect_false (op->slot[i].info != tmp->slot[i].info)) 1403 if (expect_false (op->slot[i].info != arch->slot[i].info))
1418 f.put (body_locations[i].save_name, op->slot[i].info); 1404 f.put (body_locations[i].kw, op->slot[i].info);
1419} 1405}
1420 1406
1421/* 1407/*
1422 * Dumps all variables in an object to a file. 1408 * Dumps all variables in an object to a file.
1423 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1409 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1424 * the only place this is not set is when saving the player. 1410 * the only place this is not set is when saving the player.
1425 */ 1411 */
1426bool 1412bool
1427object::write (object_freezer &f) 1413object::write (object_freezer &f)
1428{ 1414{
1429 archetype *at = arch ? arch : archetype::empty; 1415 if (expect_false (is_arch ()))
1430 1416 {
1417 f.put (KW(object), arch->archname);
1418 write_diff (f, this, archetype::empty);
1419 }
1420 else
1421 {
1431 f.put (KW_arch, at->archname); 1422 f.put (KW(arch), arch->archname);
1432 write_diff (f, this, at); 1423 write_diff (f, this, arch);
1424 }
1433 1425
1434 for (object *tmp = inv; tmp; tmp = tmp->below) 1426 for (object *tmp = inv; tmp; tmp = tmp->below)
1435 tmp->write (f); 1427 tmp->write (f);
1436 1428
1437 f.put (this); 1429 f.put (this);
1438 f.put (KW_end); 1430 f.put (KW(end));
1439 1431
1440 return true; 1432 return true;
1441} 1433}
1442 1434
1443///////////////////////////////////////////////////////////////////////////// 1435/////////////////////////////////////////////////////////////////////////////
1449{ 1441{
1450 object_thawer f (filename); 1442 object_thawer f (filename);
1451 1443
1452 for (;;) 1444 for (;;)
1453 { 1445 {
1446 coroapi::cede_to_tick ();
1447
1454 switch (f.kw) 1448 switch (f.kw)
1455 { 1449 {
1456 case KW_region: 1450 case KW_region:
1457 if (!region::read (f)) 1451 if (!region::read (f))
1458 return false; 1452 return false;

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