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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.119 by elmex, Mon Sep 1 22:29:17 2008 UTC vs.
Revision 1.136 by root, Wed Nov 4 00:02:48 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>
257void 258void
258object::post_load_check () 259object::post_load_check ()
259{ 260{
260 if (type >= NUM_TYPES) 261 if (type >= NUM_TYPES)
261 { 262 {
262 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); 263 LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
263 type = 0; 264 type = 0;
264 } 265 }
265 266
266 switch (type) 267 switch (type)
267 { 268 {
269 case WAND: 270 case WAND:
270 case ROD: 271 case ROD:
271 case HORN: 272 case HORN:
272 if (slot [body_range].info != -1) 273 if (slot [body_range].info != -1)
273 { 274 {
274 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 275 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
275 slot [body_range].info = -1; 276 slot [body_range].info = -1;
276 } 277 }
277 break; 278 break;
278 279
279 case WEAPON: 280 case WEAPON:
280 if (slot [body_combat].info != -1) 281 if (slot [body_combat].info != -1)
281 { 282 {
282 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 283 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
283 slot [body_combat].info = -1; 284 slot [body_combat].info = -1;
284 } 285 }
285 break; 286 break;
286 287
287 case SHIELD: 288 case SHIELD:
288 if (slot [body_shield].info != -1) 289 if (slot [body_shield].info != -1)
289 { 290 {
290 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 291 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
291 slot [body_shield].info = -1; 292 slot [body_shield].info = -1;
292 } 293 }
293 break; 294 break;
294 295
295 case PLAYER: 296 case PLAYER:
296 if (slot [body_shield].info != 1) 297 if (slot [body_shield].info != 1)
297 { 298 {
298 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 299 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
299 slot [body_shield].info = 1; 300 slot [body_shield].info = 1;
300 } 301 }
301 302
302 if (slot [body_combat].info != 1) 303 if (slot [body_combat].info != 1)
303 { 304 {
304 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 305 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
305 slot [body_combat].info = 1; 306 slot [body_combat].info = 1;
306 } 307 }
307 308
308 if (slot [body_range].info != 1) 309 if (slot [body_range].info != 1)
309 { 310 {
310 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 311 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
311 slot [body_range].info = 1; 312 slot [body_range].info = 1;
312 } 313 }
313 break; 314 break;
314 } 315 }
315 316
338 * not in the ideal fashion. 339 * not in the ideal fashion.
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, "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, "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
351 * that may have an old value. 352 * that may have an old value.
357 || type == AMULET || type == GIRDLE 358 || type == AMULET || type == GIRDLE
358 || type == BRACERS || type == CLOAK) 359 || type == BRACERS || type == CLOAK)
359 { 360 {
360 if (last_heal) 361 if (last_heal)
361 { 362 {
362 LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); 363 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
363 gen_sp_armour = last_heal; 364 gen_sp_armour = last_heal;
364 last_heal = 0; 365 last_heal = 0;
365 } 366 }
366 367
367 int ip = calc_item_power (this, 0); 368 int ip = calc_item_power (this, 0);
368 369
369 /* Legacy objects from before item power was in the game */ 370 /* Legacy objects from before item power was in the game */
370 if (!item_power && ip) 371 if (!item_power && ip)
371 { 372 {
372 if (ip > 3) 373 if (ip > 3)
373 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); 374 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
374 375
375 item_power = ip; 376 item_power = ip;
376 } 377 }
377 378
378 /* Check for possibly bogus values. Has to meet both these criteria - 379 /* Check for possibly bogus values. Has to meet both these criteria -
385 if (ip > 2 * item_power && ip > (item_power + 3)) 386 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); 387 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
387#endif 388#endif
388 } 389 }
389 390
390 /* Old spellcasting object - need to load in the appropiate object */ 391 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
392 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
391 if ((type == ROD 393 if ((type == ROD
392 || type == WAND 394 || type == WAND
393 || type == SCROLL 395 || type == SCROLL
394 || type == HORN 396 || type == HORN
395 || type == FIREWALL 397 || type == FIREWALL
396 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 398 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
397 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. 399 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
398 && !inv 400 && !inv
399 && !loading_arch 401 && !loading_arch
400 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here! 402 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
403 // TODO: at least one watchout-comments is redundant - investigate/remove
401 { 404 {
405 // TODO: fix firewall object on map
402 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' 406 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
403 * in that spell was stored in sp. 407 * in that spell was stored in sp.
404 */ 408 */
405 LOG (llevError, "old spellcasting object found: %s", debug_desc ()); 409 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
406 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 410 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
407 insert_ob_in_ob (tmp, this); 411 insert_ob_in_ob (tmp, this);
408 randomitems = 0; 412 randomitems = 0;
409 } 413 }
410 414
411 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 415 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
412 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 416 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
413 { 417 {
414 LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); 418 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
415 object *tmp = get_archetype_by_object_name (slaying); 419 object *tmp = get_archetype_by_object_name (slaying);
416 insert_ob_in_ob (tmp, this); 420 insert_ob_in_ob (tmp, this);
417 randomitems = 0; /* So another spell isn't created for this object */ 421 randomitems = 0; /* So another spell isn't created for this object */
418 /* without this, value is all screwed up */ 422 /* without this, value is all screwed up */
419 value = arch->value * inv->value; 423 value = arch->value * inv->value;
421 425
422 if (QUERY_FLAG (this, FLAG_MONSTER)) 426 if (QUERY_FLAG (this, FLAG_MONSTER))
423 { 427 {
424 if (stats.hp > stats.maxhp) 428 if (stats.hp > stats.maxhp)
425 { 429 {
426 LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); 430 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
427 stats.maxhp = stats.hp; 431 stats.maxhp = stats.hp;
428 } 432 }
429 433
430 /* The archs just need to be updated for this */ 434 /* The archs just need to be updated for this */
431 if (move_type == 0) 435 if (move_type == 0)
457 stats.maxhp = 0; 461 stats.maxhp = 0;
458 } 462 }
459 else 463 else
460 move_type = MOVE_WALK; 464 move_type = MOVE_WALK;
461 } 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);
462 } 479 }
463} 480}
464 481
465static void 482static void
466set_move (MoveType &mt, const char *str) 483set_move (MoveType &mt, const char *str)
557 case KW_race: f.get_ornull (race); break; 574 case KW_race: f.get_ornull (race); break;
558 case KW_slaying: f.get_ornull (slaying); break; 575 case KW_slaying: f.get_ornull (slaying); break;
559 case KW_tag: f.get_ornull (tag); break; 576 case KW_tag: f.get_ornull (tag); break;
560 577
561 case KW_arch: 578 case KW_arch:
562 {
563 object *tmp = object::read (f); 579 if (object *tmp = object::read (f))
564 tmp->deactivate ();
565
566 { 580 {
581 tmp->deactivate ();
582
567 // was: insert_ob_in_ob (tmp, op); 583 // was: insert_ob_in_ob (tmp, op);
568 // but manually adding it can improve map loading times a lot 584 // but manually adding it can improve map loading times a lot
569 // also, appending instead of prepending keeps the 585 // also, appending instead of prepending keeps the
570 // save ordering the same between repeated load/saves. 586 // save ordering the same between repeated load/saves.
571 // and finally we do not want any funny effects 587 // and finally we do not want any funny effects
588 604
589 tmp->below = 0; 605 tmp->below = 0;
590 tmp->env = this; 606 tmp->env = this;
591 op_inv = tmp; 607 op_inv = tmp;
592 } 608 }
593 } 609 else
610 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
611
594 continue; 612 continue;
595 613
596 case KW_other_arch: 614 case KW_other_arch:
597 if (loading_arch == this) 615 if (loading_arch == this)
598 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); 616 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
923 case KW_anim_speed: f.get (anim_speed); break; 941 case KW_anim_speed: f.get (anim_speed); break;
924 case KW_container: f.get (weight_limit); break; 942 case KW_container: f.get (weight_limit); break;
925 case KW_will_apply: f.get (will_apply); break; 943 case KW_will_apply: f.get (will_apply); break;
926 case KW_attack_movement: f.get (attack_movement); break; 944 case KW_attack_movement: f.get (attack_movement); break;
927 case KW_move_state: f.get (move_status); break; 945 case KW_move_state: f.get (move_status); break;
928 case KW_expmul: f.get (expmul); break; 946 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
929 case KW_glow_radius: f.get (glow_radius); break; 947 case KW_glow_radius: f.get (glow_radius); break;
930 case KW_weapontype: f.get (weapontype); break; 948 case KW_weapontype: f.get (weapontype); break;
931 case KW_tooltype: f.get (tooltype); break;
932 case KW_casting_time: f.get (casting_time); break; 949 case KW_casting_time: f.get (casting_time); break;
933 950
934 // elevation is deprecated 951 // elevation is deprecated
935 case KW_elevation: break; 952 case KW_elevation: break;
936 953
960 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;
961 case KW_can_apply: 978 case KW_can_apply:
962 break; 979 break;
963 980
964 case KW_connected: 981 case KW_connected:
965 add_button_link (this, map, f.get_sint32 ()); 982 {
983 shstr connected;
984
985 f.get (connected);
986 add_link (map, connected);
987 }
966 break; 988 break;
967 989
968 case KW_randomitems: 990 case KW_randomitems:
969 if (f.get_str ()) 991 if (f.get_str ())
970 { 992 {
972 loading_arch 994 loading_arch
973 ? treasurelist::get (f.get_str ()) 995 ? treasurelist::get (f.get_str ())
974 : treasurelist::find (f.get_str ()); 996 : treasurelist::find (f.get_str ());
975 997
976 if (!randomitems) 998 if (!randomitems)
999 {
977 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 1000 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
1001 randomitems = treasurelist::get (shstr_none); // avoid crashes
1002 }
978 } 1003 }
979 else 1004 else
980 randomitems = 0; 1005 randomitems = 0;
981 break; 1006 break;
982 1007
1055 // instance() activates, this should be fixed properly 1080 // instance() activates, this should be fixed properly
1056 op->deactivate (); 1081 op->deactivate ();
1057 1082
1058 if (!op->parse_kv (f)) 1083 if (!op->parse_kv (f))
1059 { 1084 {
1060 op->destroy (true); 1085 op->destroy ();
1061 return 0; 1086 return 0;
1062 } 1087 }
1063 1088
1064 op->post_load_check (); 1089 op->post_load_check ();
1065 return op; 1090 return op;
1076{ 1101{
1077 object_thawer f (buf, (AV *)0); 1102 object_thawer f (buf, (AV *)0);
1078 1103
1079 return op->parse_kv (f); 1104 return op->parse_kv (f);
1080} 1105}
1081
1082/* This returns a string of the integer movement type */
1083#if 0
1084// unused function
1085static char *
1086get_string_move_type (MoveType mt)
1087{
1088 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1089 int i, all_count = 0, count;
1090
1091 strcpy (retbuf, "");
1092 strcpy (retbuf_all, " all");
1093
1094 /* Quick check, and probably fairly common */
1095 if (mt == MOVE_ALL)
1096 return retbuf_all + 1;
1097 if (mt == 0)
1098 {
1099 strcpy (retbuf, "0");
1100 return retbuf;
1101 }
1102
1103 /* We basically slide the bits down. Why look at MOVE_ALL?
1104 * because we may want to return a string like 'all -swim',
1105 * and if we just looked at mt, we couldn't get that.
1106 */
1107 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1108 {
1109 if (mt & (1 << count))
1110 {
1111 strcat (retbuf, " ");
1112 strcat (retbuf, move_name[count]);
1113 }
1114 else
1115 {
1116 strcat (retbuf_all, " -");
1117 strcat (retbuf_all, move_name[count]);
1118 all_count++;
1119 }
1120 }
1121 /* Basically, if there is a single negation, return it, eg
1122 * 'all -swim'. But more than that, just return the
1123 * enumerated values. It doesn't make sense to return
1124 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1125 */
1126 if (all_count <= 1)
1127 return retbuf_all + 1;
1128 else
1129 return retbuf + 1;
1130}
1131#endif
1132 1106
1133// compare *op against *tmp and output differences 1107// compare *op against *tmp and output differences
1134static void 1108static void
1135write_diff (object_freezer &f, object *op, object *tmp) 1109write_diff (object_freezer &f, object *op, object *tmp)
1136{ 1110{
1281 1255
1282 /* We don't need to worry about the arch's extra fields - they 1256 /* We don't need to worry about the arch's extra fields - they
1283 * will get taken care of the copy_to method. 1257 * will get taken care of the copy_to method.
1284 */ 1258 */
1285 1259
1260 if (op->uuid)
1286 f.put (KW_uuid, op->uuid.c_str ()); 1261 f.put (KW_uuid, op->uuid.c_str ());
1287 1262
1288#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1263#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v)
1289#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1264#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
1290 1265
1291 if (object *owner = op->owner) 1266 if (object *owner = op->owner)
1307 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1282 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1308 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1283 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1309 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1284 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1310 1285
1311 if (op->animation_id != tmp->animation_id) 1286 if (op->animation_id != tmp->animation_id)
1312 if (op->animation_id) 1287 if (op->has_anim ())
1313 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1288 f.put (KW_animation, op->anim ().name);
1314 else 1289 else
1315 { 1290 {
1316 f.put (KW_animation, (const char *)0); 1291 f.put (KW_animation, (const char *)0);
1317 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1292 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1318 } 1293 }
1375 CMP_OUT (last_grace); 1350 CMP_OUT (last_grace);
1376 CMP_OUT (last_eat); 1351 CMP_OUT (last_eat);
1377 CMP_OUT (glow_radius); 1352 CMP_OUT (glow_radius);
1378 1353
1379 if (op->flag [FLAG_IS_LINKED]) 1354 if (op->flag [FLAG_IS_LINKED])
1380 if (int i = get_button_value (op)) 1355 if (auto (ol, op->find_link ()))
1381 f.put (KW_connected, i); 1356 f.put (KW_connected, ol->id);
1382 1357
1383 CMP_OUT (randomitems); 1358 CMP_OUT (randomitems);
1384 CMP_OUT2 (container, weight_limit); 1359 CMP_OUT2 (container, weight_limit);
1385 1360
1386 CMP_OUT (run_away); 1361 CMP_OUT (run_away);
1387 CMP_OUT (pick_up); 1362 CMP_OUT (pick_up);
1388 CMP_OUT (will_apply); 1363 CMP_OUT (will_apply);
1389 CMP_OUT (smoothlevel); 1364 CMP_OUT (smoothlevel);
1390 CMP_OUT (weapontype); 1365 CMP_OUT (weapontype);
1391 CMP_OUT (tooltype);
1392 CMP_OUT (client_type); 1366 CMP_OUT (client_type);
1393 CMP_OUT (item_power); 1367 CMP_OUT (item_power);
1394 CMP_OUT (duration); 1368 CMP_OUT (duration);
1395 CMP_OUT (range); 1369 CMP_OUT (range);
1396 CMP_OUT (range_modifier); 1370 CMP_OUT (range_modifier);
1423 * the only place this is not set is when saving the player. 1397 * the only place this is not set is when saving the player.
1424 */ 1398 */
1425bool 1399bool
1426object::write (object_freezer &f) 1400object::write (object_freezer &f)
1427{ 1401{
1428 archetype *at = arch ? arch : archetype::empty; 1402 if (is_arch ())
1429 1403 {
1404 f.put (KW_object, arch->archname);
1405 write_diff (f, this, archetype::empty);
1406 }
1407 else
1408 {
1430 f.put (KW_arch, at->archname); 1409 f.put (KW_arch, arch->archname);
1431 write_diff (f, this, at); 1410 write_diff (f, this, arch);
1411 }
1432 1412
1433 for (object *tmp = inv; tmp; tmp = tmp->below) 1413 for (object *tmp = inv; tmp; tmp = tmp->below)
1434 tmp->write (f); 1414 tmp->write (f);
1435 1415
1436 f.put (this); 1416 f.put (this);

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