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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.124 by root, Tue Sep 30 07:51:17 2008 UTC vs.
Revision 1.134 by root, Mon Oct 12 14:00:57 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>
339 */ 340 */
340 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) 341 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
341 { 342 {
342 if (!skill) 343 if (!skill)
343 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); 344 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
344 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || 345 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
345 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 346 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
346 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); 347 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
347 } 348 }
348 349
349 /* We changed last_heal to gen_sp_armour, which is what it 350 /* We changed last_heal to gen_sp_armour, which is what it
350 * really does for many objects. Need to catch any in maps 351 * really does for many objects. Need to catch any in maps
460 stats.maxhp = 0; 461 stats.maxhp = 0;
461 } 462 }
462 else 463 else
463 move_type = MOVE_WALK; 464 move_type = MOVE_WALK;
464 } 465 }
466 }
467
468 // if the object has an animation, try to provide a default face
469 if (has_anim ())
470 {
471 const animation &anim_ob = anim ();
472
473 if (anim_speed)
474 // if this item is time-animated, force the last frame
475 animate_object (this, 0);
476 else if (flag [FLAG_MONSTER])
477 // if it is a monster, set appropriate facing
478 animate_object (this, direction);
465 } 479 }
466} 480}
467 481
468static void 482static void
469set_move (MoveType &mt, const char *str) 483set_move (MoveType &mt, const char *str)
927 case KW_anim_speed: f.get (anim_speed); break; 941 case KW_anim_speed: f.get (anim_speed); break;
928 case KW_container: f.get (weight_limit); break; 942 case KW_container: f.get (weight_limit); break;
929 case KW_will_apply: f.get (will_apply); break; 943 case KW_will_apply: f.get (will_apply); break;
930 case KW_attack_movement: f.get (attack_movement); break; 944 case KW_attack_movement: f.get (attack_movement); break;
931 case KW_move_state: f.get (move_status); break; 945 case KW_move_state: f.get (move_status); break;
932 case KW_expmul: f.get (expmul); break; 946 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
933 case KW_glow_radius: f.get (glow_radius); break; 947 case KW_glow_radius: f.get (glow_radius); break;
934 case KW_weapontype: f.get (weapontype); break; 948 case KW_weapontype: f.get (weapontype); break;
935 case KW_tooltype: f.get (tooltype); break;
936 case KW_casting_time: f.get (casting_time); break; 949 case KW_casting_time: f.get (casting_time); break;
937 950
938 // elevation is deprecated 951 // elevation is deprecated
939 case KW_elevation: break; 952 case KW_elevation: break;
940 953
964 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 977 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
965 case KW_can_apply: 978 case KW_can_apply:
966 break; 979 break;
967 980
968 case KW_connected: 981 case KW_connected:
969 add_button_link (this, map, f.get_sint32 ()); 982 {
983 shstr connected;
984
985 f.get (connected);
986 add_link (map, connected);
987 }
970 break; 988 break;
971 989
972 case KW_randomitems: 990 case KW_randomitems:
973 if (f.get_str ()) 991 if (f.get_str ())
974 { 992 {
1285 1303
1286 /* We don't need to worry about the arch's extra fields - they 1304 /* We don't need to worry about the arch's extra fields - they
1287 * will get taken care of the copy_to method. 1305 * will get taken care of the copy_to method.
1288 */ 1306 */
1289 1307
1308 if (op->uuid)
1290 f.put (KW_uuid, op->uuid.c_str ()); 1309 f.put (KW_uuid, op->uuid.c_str ());
1291 1310
1292#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1311#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
1293#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1312#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
1294 1313
1295 if (object *owner = op->owner) 1314 if (object *owner = op->owner)
1311 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1330 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1312 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1331 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1313 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1332 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1314 1333
1315 if (op->animation_id != tmp->animation_id) 1334 if (op->animation_id != tmp->animation_id)
1316 if (op->animation_id) 1335 if (op->has_anim ())
1317 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1336 f.put (KW_animation, op->anim ().name);
1318 else 1337 else
1319 { 1338 {
1320 f.put (KW_animation, (const char *)0); 1339 f.put (KW_animation, (const char *)0);
1321 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1340 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1322 } 1341 }
1379 CMP_OUT (last_grace); 1398 CMP_OUT (last_grace);
1380 CMP_OUT (last_eat); 1399 CMP_OUT (last_eat);
1381 CMP_OUT (glow_radius); 1400 CMP_OUT (glow_radius);
1382 1401
1383 if (op->flag [FLAG_IS_LINKED]) 1402 if (op->flag [FLAG_IS_LINKED])
1384 if (int i = get_button_value (op)) 1403 if (auto (ol, op->find_link ()))
1385 f.put (KW_connected, i); 1404 f.put (KW_connected, ol->id);
1386 1405
1387 CMP_OUT (randomitems); 1406 CMP_OUT (randomitems);
1388 CMP_OUT2 (container, weight_limit); 1407 CMP_OUT2 (container, weight_limit);
1389 1408
1390 CMP_OUT (run_away); 1409 CMP_OUT (run_away);
1391 CMP_OUT (pick_up); 1410 CMP_OUT (pick_up);
1392 CMP_OUT (will_apply); 1411 CMP_OUT (will_apply);
1393 CMP_OUT (smoothlevel); 1412 CMP_OUT (smoothlevel);
1394 CMP_OUT (weapontype); 1413 CMP_OUT (weapontype);
1395 CMP_OUT (tooltype);
1396 CMP_OUT (client_type); 1414 CMP_OUT (client_type);
1397 CMP_OUT (item_power); 1415 CMP_OUT (item_power);
1398 CMP_OUT (duration); 1416 CMP_OUT (duration);
1399 CMP_OUT (range); 1417 CMP_OUT (range);
1400 CMP_OUT (range_modifier); 1418 CMP_OUT (range_modifier);
1427 * the only place this is not set is when saving the player. 1445 * the only place this is not set is when saving the player.
1428 */ 1446 */
1429bool 1447bool
1430object::write (object_freezer &f) 1448object::write (object_freezer &f)
1431{ 1449{
1432 archetype *at = arch ? arch : archetype::empty; 1450 if (is_arch ())
1433 1451 {
1452 f.put (KW_object, arch->archname);
1453 write_diff (f, this, archetype::empty);
1454 }
1455 else
1456 {
1434 f.put (KW_arch, at->archname); 1457 f.put (KW_arch, arch->archname);
1435 write_diff (f, this, at); 1458 write_diff (f, this, arch);
1459 }
1436 1460
1437 for (object *tmp = inv; tmp; tmp = tmp->below) 1461 for (object *tmp = inv; tmp; tmp = tmp->below)
1438 tmp->write (f); 1462 tmp->write (f);
1439 1463
1440 f.put (this); 1464 f.put (this);

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