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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.62 by root, Mon Feb 19 19:10:31 2007 UTC vs.
Revision 1.136 by root, Wed Nov 4 00:02:48 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 24
29#include <global.h> 25#include <global.h>
30#include <loader.h> 26#include <loader.h>
31#include <sproto.h> 27#include <sproto.h>
32 28
33///////////////////////////////////////////////////////////////////////////// 29/////////////////////////////////////////////////////////////////////////////
34 30
35/* Maps the MOVE_* values to names */ 31extern archetype *loading_arch;
36static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL };
37 32
38/* This table is only necessary to convert objects that existed before the 33/* This table is only necessary to convert objects that existed before the
39 * spell object conversion to the new object. It was not practical 34 * spell object conversion to the new object. It was not practical
40 * to go through every mapping looking for every potion, rod, wand, etc 35 * to go through every mapping looking for every potion, rod, wand, etc
41 * that had a sp set and update to the new value. So this maps the 36 * that had a sp set and update to the new value. So this maps the
171 "spell_magic_drain", /* 122 */ 166 "spell_magic_drain", /* 122 */
172 "spell_counterspell", /* 123 */ 167 "spell_counterspell", /* 123 */
173 "spell_disarm", /* 124 */ 168 "spell_disarm", /* 124 */
174 "spell_cure_confusion", /* 125 */ 169 "spell_cure_confusion", /* 125 */
175 "spell_restoration", /* 126 */ 170 "spell_restoration", /* 126 */
176 "was summon evil monster", /* 127 *//* Not implenented as nothing used it */ 171 "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */
177 "spell_counterwall", /* 128 */ 172 "spell_counterwall", /* 128 */
178 "spell_cause_light_wounds", /* 129 */ 173 "spell_cause_light_wounds", /* 129 */
179 "spell_cause_medium_wounds", /* 130 */ 174 "spell_cause_medium_wounds", /* 130 */
180 "spell_cause_heavy_wounds", /* 131 */ 175 "spell_cause_heavy_wounds", /* 131 */
181 "spell_charm_monsters", /* 132 */ 176 "spell_charm_monsters", /* 132 */
253 "spell_cause_rabies", /* 204 */ 248 "spell_cause_rabies", /* 204 */
254 "spell_glyph", /* 205 */ 249 "spell_glyph", /* 205 */
255 NULL 250 NULL
256}; 251};
257 252
258extern int arch_init;
259
260/* This function checks the object after it has been loaded (when we 253/* This function checks the object after it has been loaded (when we
261 * get the 'end' in the input stream). This function can be used to 254 * get the 'end' in the input stream). This function can be used to
262 * deal with legacy objects where fields may have changed. It can also be used 255 * deal with legacy objects where fields may have changed. It can also be used
263 * to check for objects to make sure there are no common errors. 256 * to check for objects to make sure there are no common errors.
264 */ 257 */
265static void 258void
266check_loaded_object (object *op) 259object::post_load_check ()
267{ 260{
261 if (type >= NUM_TYPES)
262 {
263 LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
264 type = 0;
265 }
266
267 switch (type)
268 {
269 case BOW:
270 case WAND:
271 case ROD:
272 case HORN:
273 if (slot [body_range].info != -1)
274 {
275 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
276 slot [body_range].info = -1;
277 }
278 break;
279
280 case WEAPON:
281 if (slot [body_combat].info != -1)
282 {
283 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
284 slot [body_combat].info = -1;
285 }
286 break;
287
288 case SHIELD:
289 if (slot [body_shield].info != -1)
290 {
291 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
292 slot [body_shield].info = -1;
293 }
294 break;
295
296 case PLAYER:
297 if (slot [body_shield].info != 1)
298 {
299 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
300 slot [body_shield].info = 1;
301 }
302
303 if (slot [body_combat].info != 1)
304 {
305 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
306 slot [body_combat].info = 1;
307 }
308
309 if (slot [body_range].info != 1)
310 {
311 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
312 slot [body_range].info = 1;
313 }
314 break;
315 }
316
268 /* We do some specialised handling to handle legacy cases of name_pl. 317 /* We do some specialised handling to handle legacy cases of name_pl.
269 * If the object doesn't have a name_pl, we just use the object name - 318 * If the object doesn't have a name_pl, we just use the object name -
270 * this isn't perfect (things won't be properly pluralised), but works to 319 * this isn't perfect (things won't be properly pluralised), but works to
271 * that degree (5 heart is still quite understandable). But the case we 320 * that degree (5 heart is still quite understandable). But the case we
272 * also have to catch is if this object is not using the normal name for 321 * also have to catch is if this object is not using the normal name for
273 * the object. In that case, we also want to use the loaded name. 322 * the object. In that case, we also want to use the loaded name.
274 * Otherwise, what happens is that the the plural name will lose 323 * Otherwise, what happens is that the the plural name will lose
275 * information (appear as just 'hearts' and not 'goblins heart') 324 * information (appear as just 'hearts' and not 'goblins heart')
276 */ 325 */
277 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 326 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
278 op->name_pl = 0; 327 name_pl = 0;
279 328
280 if (!op->name_pl) 329 if (!name_pl)
281 op->name_pl = op->name; 330 name_pl = name;
282 331
283 /* objects now have a materialname. try to patch it in */ 332 /* objects now have a materialname. try to patch it in */
284 if (!(op->is_weapon () && op->level > 0)) 333 if (!(is_weapon () && level > 0))
285 { 334 set_materialname (this, map ? map->difficulty : 5, 0);
286 if (op->map != NULL)
287 set_materialname (op, op->map->difficulty, NULL);
288 else
289 set_materialname (op, 5, NULL);
290 }
291 335
292 /* only do these when program is first run - a bit 336 /* only do these when program is first run - a bit
293 * excessive to do this at every run - most of this is 337 * excessive to do this at every run - most of this is
294 * really just to catch any errors - program will still run, but 338 * really just to catch any errors - program will still run, but
295 * not in the ideal fashion. 339 * not in the ideal fashion.
296 */ 340 */
297 if ((op->type == WEAPON || op->type == BOW) && arch_init) 341 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
298 { 342 {
299 if (!op->skill) 343 if (!skill)
300 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 344 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
301 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 345 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
302 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 346 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
303 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); 347 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
304 } 348 }
305 349
306 /* 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
307 * really does for many objects. Need to catch any in maps 351 * really does for many objects. Need to catch any in maps
308 * that may have an old value. 352 * that may have an old value.
309 */ 353 */
310 if (op->type == WEAPON 354 if (type == WEAPON
311 || op->type == ARMOUR || op->type == HELMET 355 || type == ARMOUR || type == HELMET
312 || op->type == SHIELD || op->type == RING 356 || type == SHIELD || type == RING
313 || op->type == BOOTS || op->type == GLOVES 357 || type == BOOTS || type == GLOVES
314 || op->type == AMULET || op->type == GIRDLE 358 || type == AMULET || type == GIRDLE
315 || op->type == BRACERS || op->type == CLOAK) 359 || type == BRACERS || type == CLOAK)
316 { 360 {
317 if (op->last_heal) 361 if (last_heal)
318 { 362 {
319 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 363 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
320 op->gen_sp_armour = op->last_heal; 364 gen_sp_armour = last_heal;
321 op->last_heal = 0; 365 last_heal = 0;
322 } 366 }
323 367
324 int ip = calc_item_power (op, 0); 368 int ip = calc_item_power (this, 0);
325 369
326 /* Legacy objects from before item power was in the game */ 370 /* Legacy objects from before item power was in the game */
327 if (!op->item_power && ip) 371 if (!item_power && ip)
328 { 372 {
329 if (ip > 3) 373 if (ip > 3)
330 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 374 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
331 375
332 op->item_power = ip; 376 item_power = ip;
333 } 377 }
334 378
335 /* Check for possibly bogus values. Has to meet both these criteria - 379 /* Check for possibly bogus values. Has to meet both these criteria -
336 * something that has item_power 1 is probably just fine if our calculated 380 * something that has item_power 1 is probably just fine if our calculated
337 * value is 1 or 2 - these values are small enough that hard to be precise. 381 * value is 1 or 2 - these values are small enough that hard to be precise.
338 * similarly, it item_power is 0, the first check will always pass, 382 * similarly, it item_power is 0, the first check will always pass,
339 * but not the second one. 383 * but not the second one.
340 */ 384 */
385#if 0 //TODO
341 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 386 if (ip > 2 * item_power && ip > (item_power + 3))
342 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); 387 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
388#endif
343 } 389 }
344 390
345 /* Old spellcasting object - need to load in the appropiate object */ 391 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
346 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || 392 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
393 if ((type == ROD
394 || type == WAND
395 || type == SCROLL
396 || type == HORN
397 || type == FIREWALL
347 /* 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 */
348 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) 399 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
400 && !inv
401 && !loading_arch
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
349 { 404 {
405 // TODO: fix firewall object on map
350 /* Fireall 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'
351 * in that spell was stored in sp. 407 * in that spell was stored in sp.
352 */ 408 */
409 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
353 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 410 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
354 insert_ob_in_ob (tmp, op); 411 insert_ob_in_ob (tmp, this);
355 op->randomitems = NULL; /* So another spell isn't created for this object */ 412 randomitems = 0;
356 } 413 }
357 414
358 /* 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 */
359 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) 416 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
360 { 417 {
418 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
361 object *tmp = get_archetype_by_object_name (op->slaying); 419 object *tmp = get_archetype_by_object_name (slaying);
362 insert_ob_in_ob (tmp, op); 420 insert_ob_in_ob (tmp, this);
363 op->randomitems = NULL; /* So another spell isn't created for this object */ 421 randomitems = 0; /* So another spell isn't created for this object */
364 /* without this, value is all screwed up */ 422 /* without this, value is all screwed up */
365 op->value = op->arch->clone.value * op->inv->value; 423 value = arch->value * inv->value;
366 } 424 }
367 425
368 if (QUERY_FLAG (op, FLAG_MONSTER)) 426 if (QUERY_FLAG (this, FLAG_MONSTER))
369 { 427 {
370 if (op->stats.hp > op->stats.maxhp) 428 if (stats.hp > stats.maxhp)
371 { 429 {
372 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 430 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
373 op->stats.maxhp = op->stats.hp; 431 stats.maxhp = stats.hp;
374 } 432 }
375 433
376 /* The archs just need to be updated for this */ 434 /* The archs just need to be updated for this */
377 if (op->move_type == 0) 435 if (move_type == 0)
378 op->move_type = MOVE_WALK; 436 move_type = MOVE_WALK;
379 } 437 }
380 438
381 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 439 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
382 {
383 /* Object will duplicate it's content as part of the 440 /* Object will duplicate it's content as part of the
384 * generation process. To do this, we must flag inventory 441 * generation process. To do this, we must flag inventory
385 * so it remains unevaluated concerning the randomitems and 442 * so it remains unevaluated concerning the randomitems and
386 * the living (a demonlord shouldn't cast from inside generator!) 443 * the living (a demonlord shouldn't cast from inside generator!)
387 */ 444 */
445 /* ??? this *should* be done elsewhere, e.g. after map loading etc. */
388 flag_inv (op, FLAG_IS_A_TEMPLATE); 446 flag_inv (this, FLAG_IS_A_TEMPLATE);
389 }
390 447
391 /* Handle player movers. We use move_type for player movers 448 /* Handle player movers. We use move_type for player movers
392 * because they operate on their own time (move_on 449 * because they operate on their own time (move_on
393 * would potentially cause them to be triggered when someone steps 450 * would potentially cause them to be triggered when someone steps
394 * on them). If move_type is set, presume person knows what they 451 * on them). If move_type is set, presume person knows what they
395 * are doing, otherwise, set move_type based on maxhp value. 452 * are doing, otherwise, set move_type based on maxhp value.
396 */ 453 */
397 if (op->type == PLAYERMOVER) 454 if (type == PLAYERMOVER)
398 { 455 {
399 if (!op->move_type) 456 if (!move_type)
400 { 457 {
401 if (op->stats.maxhp) 458 if (stats.maxhp)
402 { 459 {
403 op->move_type = MOVE_ALL; 460 move_type = MOVE_ALL;
404 op->stats.maxhp = 0; 461 stats.maxhp = 0;
405 } 462 }
406 else 463 else
407 op->move_type = MOVE_WALK; 464 move_type = MOVE_WALK;
408 } 465 }
409 } 466 }
410 467
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);
479 }
411} 480}
412 481
413static void 482static void
414set_move (MoveType & mt, const char *str) 483set_move (MoveType &mt, const char *str)
415{ 484{
485 static const struct flagstr {
486 const char *name;
487 MoveType flags;
488 } move_flags[] = {
489 { "walk" , MOVE_WALK },
490 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH },
491 { "fly_low" , MOVE_FLY_LOW },
492 { "fly_high", MOVE_FLY_HIGH },
493 { "swim" , MOVE_SWIM },
494 { "boat" , MOVE_BOAT },
495 { "ship" , MOVE_SHIP },
496 { "all" , MOVE_ALL },
497 };
498
416 if (!str) 499 if (!str)
417 { 500 {
418 mt = 0; 501 mt = 0;
419 return; 502 return;
420 } 503 }
427 510
428 mt = 0; 511 mt = 0;
429 512
430 for (str = strtok ((char *) str, " "); str; str = strtok (0, " ")) 513 for (str = strtok ((char *) str, " "); str; str = strtok (0, " "))
431 { 514 {
432 if (!strcasecmp (str, "all")) 515 bool negate = 0;
433 mt |= MOVE_ALL; 516
434 else 517 if (*str == '-')
435 { 518 {
436 int i, negate = 0; 519 negate = 1;
520 str++;
521 }
437 522
438 if (*str == '-') 523 for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f)
524 {
525 if (!strcmp (f->name, str))
439 { 526 {
440 negate = 1;
441 str++;
442 }
443
444 for (i = 0; move_name[i]; i++)
445 {
446 if (!strcasecmp (move_name[i], str))
447 {
448 if (negate) 527 if (negate)
449 mt &= ~(1 << i); 528 mt &= ~f->flags;
450 else
451 mt |= (1 << i);
452
453 break;
454 }
455 }
456
457 if (!move_name[i])
458 {
459 /* fly is a special case - covers both fly_low and
460 * fly_high - since it doesn't match to a specific
461 * single bit, have to special case it.
462 */
463 if (!strcasecmp (str, "flying"))
464 {
465 if (negate)
466 mt &= ~MOVE_FLYING;
467 else
468 mt |= MOVE_FLYING;
469 }
470 else 529 else
471 LOG (llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str); 530 mt |= f->flags;
531
532 goto next;
472 } 533 }
473 } 534 }
535
536 LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str);
537
538next: ;
474 } 539 }
475} 540}
476 541
477#define GET_FLAG(op,flag) \ 542#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
478 if (f.get_sint32 ()) \
479 SET_FLAG (op, flag); \
480 else \
481 CLEAR_FLAG (op, flag) \
482 543
483bool 544bool
484object::parse_kv (object_thawer &f) 545object::parse_kv (object_thawer &f)
485{ 546{
486 assert (f.kw == KW_object || f.kw == KW_arch);
487
488 if (f.kw == KW_object)
489 f.get (name); // preset name from object name
490
491 f.next ();
492
493 object *op_inv = inv; 547 object *op_inv = inv;
548 key_value *last_kv = key_values;
494 549
495 for (;;) 550 for (;;)
496 { 551 {
497 switch (f.kw) 552 switch (f.kw)
498 { 553 {
499 case KW_uuid: 554 case KW_uuid:
500 if (const char *s = f.get_str ()) 555 if (const char *s = f.get_str ())
501 { 556 if (!uuid.parse (s))
502 unsigned int version;
503 unsigned long long seq;
504
505 if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1)
506 { 557 {
507 uuid.seq = seq; 558 f.parse_warn ("unparseable uuid");
508 break; 559 uuid = UUID::gen ();
509 } 560 }
510 }
511
512 uuid = gen_uuid ();
513 break; 561 break;
514 562
515 case KW_oid: 563 case KW_oid:
516 f.get (this, f.get_sint32 ()); 564 f.get (this, f.get_sint32 ());
517 break; 565 break;
523 571
524 case KW_attach: f.get_ornull (attach); break; 572 case KW_attach: f.get_ornull (attach); break;
525 case KW_skill: f.get_ornull (skill); break; 573 case KW_skill: f.get_ornull (skill); break;
526 case KW_race: f.get_ornull (race); break; 574 case KW_race: f.get_ornull (race); break;
527 case KW_slaying: f.get_ornull (slaying); break; 575 case KW_slaying: f.get_ornull (slaying); break;
576 case KW_tag: f.get_ornull (tag); break;
528 577
529 case KW_arch: 578 case KW_arch:
530 {
531 object *tmp = object::read (f); 579 if (object *tmp = object::read (f))
532 tmp->deactivate ();
533
534 { 580 {
581 tmp->deactivate ();
582
535 // was: insert_ob_in_ob (tmp, op); 583 // was: insert_ob_in_ob (tmp, op);
536 // but manually adding it can improve map loading times a lot 584 // but manually adding it can improve map loading times a lot
537 // also, appending instead of prepending keeps the 585 // also, appending instead of prepending keeps the
538 // save ordering the same between repeated load/saves. 586 // save ordering the same between repeated load/saves.
587 // and finally we do not want any funny effects
539 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); 588 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
540 CLEAR_FLAG (tmp, FLAG_REMOVED); 589 CLEAR_FLAG (tmp, FLAG_REMOVED);
541 590
542 if (!op_inv) 591 if (!op_inv)
543 { 592 {
555 604
556 tmp->below = 0; 605 tmp->below = 0;
557 tmp->env = this; 606 tmp->env = this;
558 op_inv = tmp; 607 op_inv = tmp;
559 } 608 }
560 } 609 else
610 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
611
561 continue; 612 continue;
562 613
563 case KW_other_arch: 614 case KW_other_arch:
615 if (loading_arch == this)
616 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
617 else
618 {
564 other_arch = archetype::find (f.get_str ()); 619 other_arch = archetype::find (f.get_str ());
620
621 if (!other_arch)
622 f.parse_warn (format ("%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ()));
623 }
624 break;
625
626 case KW_owner:
627 f.delayed_deref (this, owner, f.get_str ());
565 break; 628 break;
566 629
567 case KW_animation: 630 case KW_animation:
568 { 631 {
569 CLEAR_FLAG (this, FLAG_ANIMATE); 632 CLEAR_FLAG (this, FLAG_ANIMATE);
570 animation_id = 0; 633 animation_id = 0;
571 634
572 const char *str = f.get_str (); 635 const char *str = f.get_str ();
573 if (str && (animation_id = find_animation (str))) 636 if (str && (animation_id = find_animation (str)))
574 SET_FLAG (this, FLAG_ANIMATE); 637 SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here
575 } 638 }
576 break; 639 break;
577 640
578 case KW_last_heal: f.get (last_heal); break; 641 case KW_last_heal: f.get (last_heal); break;
579 case KW_last_sp: f.get (last_sp); break; 642 case KW_last_sp: f.get (last_sp); break;
595 move_slow |= MOVE_WALK; 658 move_slow |= MOVE_WALK;
596 f.get (move_slow_penalty); 659 f.get (move_slow_penalty);
597 break; 660 break;
598 661
599 case KW_face: 662 case KW_face:
600 face = &new_faces[FindFace (f.get_str (), 0)]; 663 face = face_find (f.get_str ());
664 break;
665
666 case KW_sound:
667 sound = sound_find (f.get_str ());
668 if (!sound)
669 f.parse_warn ("sound not found");
670 break;
671
672 case KW_sound_destroy:
673 sound_destroy = sound_find (f.get_str ());
674 if (!sound_destroy)
675 f.parse_warn ("sound not found");
601 break; 676 break;
602 677
603 case KW_x: f.get (x); break; 678 case KW_x: f.get (x); break;
604 case KW_y: f.get (y); break; 679 case KW_y: f.get (y); break;
605 680
732 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 807 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
733 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 808 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
734 809
735 break; 810 break;
736 811
737 case KW_wiz:
738 GET_FLAG (this, FLAG_WIZ);
739 //TODO: move to check_object
740 if (QUERY_FLAG (this, FLAG_WIZ))
741 {
742 SET_FLAG (this, FLAG_WAS_WIZ);
743 SET_FLAG (this, FLAG_WIZPASS);
744 SET_FLAG (this, FLAG_WIZCAST);
745 }
746 else
747 {
748 CLEAR_FLAG (this, FLAG_WIZPASS);
749 CLEAR_FLAG (this, FLAG_WIZCAST);
750 }
751 break;
752
753 case KW_friendly: 812 case KW_friendly:
754 if (f.get_sint32 ()) 813 if (f.get_bool ())
755 if (type != PLAYER) 814 if (type != PLAYER)
756 add_friendly_object (this); 815 add_friendly_object (this);
757 816
758 break; 817 break;
759 818
772 case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break; 831 case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break;
773 case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break; 832 case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break;
774 case KW_alive: GET_FLAG (this, FLAG_ALIVE); break; 833 case KW_alive: GET_FLAG (this, FLAG_ALIVE); break;
775 case KW_applied: GET_FLAG (this, FLAG_APPLIED); break; 834 case KW_applied: GET_FLAG (this, FLAG_APPLIED); break;
776 case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break; 835 case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break;
836 case KW_player_sold: GET_FLAG (this, FLAG_PLAYER_SOLD); break;
777 case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break; 837 case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break;
778 case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break; 838 case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break;
779 case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break; 839 case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break;
780 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break; 840 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break;
781 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break; 841 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break;
788 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 848 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
789 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 849 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
790 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 850 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
791 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 851 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
792 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 852 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
793 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
794 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 853 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
795 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 854 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
796 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 855 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
797 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 856 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
798 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 857 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
841 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; 900 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
842 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; 901 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
843 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 902 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
844 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 903 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
845 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 904 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
905 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
906 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
846 907
847 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 908 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
848 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 909 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
849 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 910 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
850 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 911 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
880 case KW_anim_speed: f.get (anim_speed); break; 941 case KW_anim_speed: f.get (anim_speed); break;
881 case KW_container: f.get (weight_limit); break; 942 case KW_container: f.get (weight_limit); break;
882 case KW_will_apply: f.get (will_apply); break; 943 case KW_will_apply: f.get (will_apply); break;
883 case KW_attack_movement: f.get (attack_movement); break; 944 case KW_attack_movement: f.get (attack_movement); break;
884 case KW_move_state: f.get (move_status); break; 945 case KW_move_state: f.get (move_status); break;
885 case KW_expmul: f.get (expmul); break; 946 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
886 case KW_glow_radius: f.get (glow_radius); break; 947 case KW_glow_radius: f.get (glow_radius); break;
887 case KW_weapontype: f.get (weapontype); break; 948 case KW_weapontype: f.get (weapontype); break;
888 case KW_tooltype: f.get (tooltype); break;
889 case KW_casting_time: f.get (casting_time); break; 949 case KW_casting_time: f.get (casting_time); break;
950
951 // elevation is deprecated
890 case KW_elevation: f.get (elevation); break; 952 case KW_elevation: break;
953
891 case KW_smoothlevel: f.get (smoothlevel); break; 954 case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break;
892 case KW_client_type: f.get (client_type); break; 955 case KW_client_type: f.get (client_type); break;
893 case KW_duration: f.get (duration); break; 956 case KW_duration: f.get (duration); break;
894 case KW_range: f.get (range); break; 957 case KW_range: f.get (range); break;
895 case KW_range_modifier: f.get (range_modifier); break; 958 case KW_range_modifier: f.get (range_modifier); break;
896 case KW_dam_modifier: f.get (dam_modifier); break; 959 case KW_dam_modifier: f.get (dam_modifier); break;
897 case KW_duration_modifier: f.get (duration_modifier); break; 960 case KW_duration_modifier: f.get (duration_modifier); break;
898 961
899 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 962 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
900 //TODO: parse from other include files 963 //TODO: parse from other include files
901 case KW_body_range: f.get (body_info[0]); break; 964 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
902 case KW_body_arm: f.get (body_info[1]); break; 965 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
903 case KW_body_torso: f.get (body_info[2]); break; 966 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
904 case KW_body_head: f.get (body_info[3]); break; 967 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
905 case KW_body_neck: f.get (body_info[4]); break; 968 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
906 case KW_body_skill: f.get (body_info[5]); break; 969 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
907 case KW_body_finger: f.get (body_info[6]); break; 970 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
908 case KW_body_shoulder: f.get (body_info[7]); break; 971 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
909 case KW_body_foot: f.get (body_info[8]); break; 972 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
910 case KW_body_hand: f.get (body_info[9]); break; 973 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
911 case KW_body_wrist: f.get (body_info[10]); break; 974 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
912 case KW_body_waist: f.get (body_info[11]); break; 975 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
976 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
977 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
913 case KW_can_apply: 978 case KW_can_apply:
914 break; 979 break;
915 980
916 case KW_connected: 981 case KW_connected:
917 add_button_link (this, map, f.get_sint32 ()); 982 {
983 shstr connected;
984
985 f.get (connected);
986 add_link (map, connected);
987 }
918 break; 988 break;
919 989
920 case KW_randomitems: 990 case KW_randomitems:
921 randomitems = find_treasurelist (f.get_str ()); 991 if (f.get_str ())
992 {
993 randomitems =
994 loading_arch
995 ? treasurelist::get (f.get_str ())
996 : treasurelist::find (f.get_str ());
997
922 //if (!randomitems) 998 if (!randomitems)
999 {
923 // 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 }
1003 }
1004 else
1005 randomitems = 0;
924 break; 1006 break;
925 1007
926 case KW_msg: 1008 case KW_msg:
927 f.get_ml (KW_endmsg, msg); 1009 f.get_ml (KW_endmsg, msg);
928 //TODO: allow longer messages
929 if (strlen (msg) >= HUGE_BUF)
930 {
931 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
932 msg = "ERROR, please report: string too long, winged.\n";
933 }
934 break; 1010 break;
935 1011
936 case KW_lore: 1012 case KW_lore:
937 f.get_ml (KW_endlore, lore); 1013 f.get_ml (KW_endlore, lore);
938 //TODO: allow longer messages
939 /* Just print a warning so we can be reasonably safe
940 * about not overflowing the buffer.
941 */
942 if (strlen (lore) > (HUGE_BUF / 2))
943 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
944 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
945 break; 1014 break;
946 1015
947 case KW_editable: 1016 case KW_editable:
948 case KW_editor_folder: 1017 case KW_editor_folder:
949 break; 1018 break;
950 1019
951 case KW_end: 1020 case KW_end:
952 check_loaded_object (this);
953
954 if (!arch_init) 1021 if (!loading_arch)
955 instantiate (); 1022 instantiate ();
956 1023
957 f.next (); 1024 f.next ();
958 return true; 1025 return true;
959 1026
960 case KW_ERROR: 1027 case KW_ERROR:
961 set_ob_key_value (this, f.kw_str, f.value, true); 1028 // append as key value pair (do not use kv_set as it prepends)
1029 // we also do not even try to find old values, duplicate keys stay duplicate
1030 {
1031 key_value *kv = new key_value;
1032
1033 kv->next = 0;
1034 kv->key = shstr (f.kw_str);
1035 kv->value = shstr (f.value);
1036
1037 if (!last_kv)
1038 key_values = last_kv = kv;
1039 else
1040 {
1041 while (last_kv->next)
1042 last_kv = last_kv->next;
1043
1044 last_kv->next = kv;
1045 last_kv = kv;
1046 }
1047 }
962 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D 1048 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
963 break; 1049 break;
964 1050
965 default: 1051 default:
966 if (!f.parse_error ("object", name)) 1052 if (!f.parse_error ("object", name))
985 arch = archetype::find ("earthwall"); 1071 arch = archetype::find ("earthwall");
986 } 1072 }
987 1073
988 assert (arch); //D maybe use exception handling of sorts? 1074 assert (arch); //D maybe use exception handling of sorts?
989 1075
990 object *op = object::create (); 1076 f.next ();
991 1077
1078 object *op = arch->instance ();
992 op->map = map; 1079 op->map = map;
993 op->arch = arch;
994 arch->clone.copy_to (op);
995 // copy_to activates, this should be fixed properly 1080 // instance() activates, this should be fixed properly
996 op->deactivate (); 1081 op->deactivate ();
997 1082
998 if (!op->parse_kv (f)) 1083 if (!op->parse_kv (f))
999 { 1084 {
1000 delete op; 1085 op->destroy ();
1001 return 0; 1086 return 0;
1002 } 1087 }
1003 1088
1089 op->post_load_check ();
1004 return op; 1090 return op;
1005} 1091}
1006 1092
1007/* This takes a buffer, scans it for variables, and sets those variables 1093/* This takes a buffer, scans it for variables, and sets those variables
1008 * as appropriate in op. 1094 * as appropriate in op.
1013int 1099int
1014set_variable (object *op, char *buf) 1100set_variable (object *op, char *buf)
1015{ 1101{
1016 object_thawer f (buf, (AV *)0); 1102 object_thawer f (buf, (AV *)0);
1017 1103
1018 f.kw = KW_arch; // special hack so that parse_kv skips
1019 return op->parse_kv (f); 1104 return op->parse_kv (f);
1020} 1105}
1021
1022/* This returns a string of the integer movement type */
1023#if 0
1024// unused function
1025static char *
1026get_string_move_type (MoveType mt)
1027{
1028 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1029 int i, all_count = 0, count;
1030
1031 strcpy (retbuf, "");
1032 strcpy (retbuf_all, " all");
1033
1034 /* Quick check, and probably fairly common */
1035 if (mt == MOVE_ALL)
1036 return retbuf_all + 1;
1037 if (mt == 0)
1038 {
1039 strcpy (retbuf, "0");
1040 return retbuf;
1041 }
1042
1043 /* We basically slide the bits down. Why look at MOVE_ALL?
1044 * because we may want to return a string like 'all -swim',
1045 * and if we just looked at mt, we couldn't get that.
1046 */
1047 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1048 {
1049 if (mt & (1 << count))
1050 {
1051 strcat (retbuf, " ");
1052 strcat (retbuf, move_name[count]);
1053 }
1054 else
1055 {
1056 strcat (retbuf_all, " -");
1057 strcat (retbuf_all, move_name[count]);
1058 all_count++;
1059 }
1060 }
1061 /* Basically, if there is a single negation, return it, eg
1062 * 'all -swim'. But more than that, just return the
1063 * enumerated values. It doesn't make sense to return
1064 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1065 */
1066 if (all_count <= 1)
1067 return retbuf_all + 1;
1068 else
1069 return retbuf + 1;
1070}
1071#endif
1072 1106
1073// compare *op against *tmp and output differences 1107// compare *op against *tmp and output differences
1074static void 1108static void
1075write_diff (object_freezer &f, object *op, object *tmp) 1109write_diff (object_freezer &f, object *op, object *tmp)
1076{ 1110{
1085 * the 15'th element of this array should match that name. 1119 * the 15'th element of this array should match that name.
1086 * If an entry is NULL, that is a flag not to loaded/saved. 1120 * If an entry is NULL, that is a flag not to loaded/saved.
1087 */ 1121 */
1088 static const keyword flag_names [NUM_FLAGS] = { 1122 static const keyword flag_names [NUM_FLAGS] = {
1089 KW_alive, 1123 KW_alive,
1090 KW_wiz,
1091 KW_NULL, 1124 KW_NULL,
1092 KW_NULL, 1125 KW_NULL,
1093 KW_was_wiz, 1126 KW_NULL,
1127 KW_NULL,
1094 KW_applied, 1128 KW_applied,
1095 KW_unpaid, 1129 KW_unpaid,
1096 KW_can_use_shield, 1130 KW_can_use_shield,
1097 KW_no_pick, 1131 KW_no_pick,
1098 KW_NULL, // walk_on 1132 KW_NULL, // walk_on
1104 KW_monster, 1138 KW_monster,
1105 KW_friendly, 1139 KW_friendly,
1106 KW_generator, 1140 KW_generator,
1107 KW_is_thrown, 1141 KW_is_thrown,
1108 KW_auto_apply, 1142 KW_auto_apply,
1109 KW_NULL, // was KW_treasure 1143 KW_treasure_env,
1110 KW_player_sold, 1144 KW_player_sold,
1111 /* 20 */ 1145 /* 20 */
1112 KW_see_invisible, 1146 KW_see_invisible,
1113 KW_can_roll, 1147 KW_can_roll,
1114 KW_overlay_floor, 1148 KW_overlay_floor,
1175 KW_can_use_skill, 1209 KW_can_use_skill,
1176 KW_been_applied, 1210 KW_been_applied,
1177 /* 80 */ 1211 /* 80 */
1178 KW_has_ready_scroll, 1212 KW_has_ready_scroll,
1179 KW_can_use_rod, 1213 KW_can_use_rod,
1180 KW_NULL, 1214 KW_precious,
1181 KW_can_use_horn, 1215 KW_can_use_horn,
1182 KW_make_invisible, 1216 KW_make_invisible,
1183 KW_inv_locked, 1217 KW_inv_locked,
1184 KW_is_wooded, 1218 KW_is_wooded,
1185 KW_is_hilly, 1219 KW_is_hilly,
1210 /* 110 */ 1244 /* 110 */
1211 KW_destroy_on_death, 1245 KW_destroy_on_death,
1212 KW_NULL, 1246 KW_NULL,
1213 }; 1247 };
1214 1248
1215 int i;
1216
1217 /* This saves the key/value lists. We do it first so that any 1249 /* This saves the key/value lists. We do it first so that any
1218 * keys that match field names will be overwritten by the loader. 1250 * keys that match field names will be overwritten by the loader.
1219 */ 1251 */
1220 for (key_value *my_field = op->key_values; my_field; my_field = my_field->next) 1252 for (key_value *kv = op->key_values; kv; kv = kv->next)
1221 { 1253 if (!tmp->key_values || tmp->kv (kv->key) != kv->value)
1222 /* Find the field in the opposing member. */ 1254 f.put (kv->key, kv->value);
1223 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1224
1225 /* If there's no partnering field, or it's got a different value, save our field. */
1226 if (!arch_field || my_field->value != arch_field->value)
1227 f.put (my_field->key, my_field->value);
1228 }
1229 1255
1230 /* 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
1231 * will get taken care of the copy_to method. 1257 * will get taken care of the copy_to method.
1232 */ 1258 */
1233 1259
1234 { 1260 if (op->uuid)
1235 char uids[64]; 1261 f.put (KW_uuid, op->uuid.c_str ());
1236 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1237 f.put (KW_uuid, (const char *)uids);
1238 }
1239 1262
1240#define CMP_OUT(v) if (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)
1241#define CMP_OUT2(k,v) if (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)
1265
1266 if (object *owner = op->owner)
1267 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1242 1268
1243 CMP_OUT (name); 1269 CMP_OUT (name);
1244 CMP_OUT (name_pl); 1270 CMP_OUT (name_pl);
1245 CMP_OUT (custom_name); 1271 CMP_OUT (custom_name);
1246 CMP_OUT (title); 1272 CMP_OUT (title);
1247 CMP_OUT (race); 1273 CMP_OUT (race);
1274 CMP_OUT (skill);
1248 CMP_OUT (slaying); 1275 CMP_OUT (slaying);
1249 1276 CMP_OUT (tag);
1250 if (op->msg != tmp->msg)
1251 f.put (KW_msg, KW_endmsg, op->msg);
1252 if (op->lore != tmp->lore)
1253 f.put (KW_lore, KW_endlore, op->lore);
1254
1255 CMP_OUT (other_arch); 1277 CMP_OUT (other_arch);
1256 CMP_OUT (face); 1278
1279 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1280 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1281
1282 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1283 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1284 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1257 1285
1258 if (op->animation_id != tmp->animation_id) 1286 if (op->animation_id != tmp->animation_id)
1259 if (op->animation_id) 1287 if (op->has_anim ())
1288 f.put (KW_animation, op->anim ().name);
1289 else
1260 { 1290 {
1261 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1291 f.put (KW_animation, (const char *)0);
1262 1292 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1263 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1264 f.put (KW_is_animated, (sint32) 0);
1265 } 1293 }
1266 else
1267 f.put (KW_animation, (const char *) 0);
1268 1294
1269 CMP_OUT2 (str, stats.Str); 1295 CMP_OUT2 (str, stats.Str);
1270 CMP_OUT2 (dex, stats.Dex); 1296 CMP_OUT2 (dex, stats.Dex);
1271 CMP_OUT2 (con, stats.Con); 1297 CMP_OUT2 (con, stats.Con);
1272 CMP_OUT2 (wis, stats.Wis); 1298 CMP_OUT2 (wis, stats.Wis);
1302 CMP_OUT (direction); 1328 CMP_OUT (direction);
1303 CMP_OUT (type); 1329 CMP_OUT (type);
1304 CMP_OUT (subtype); 1330 CMP_OUT (subtype);
1305 CMP_OUT (attacktype); 1331 CMP_OUT (attacktype);
1306 1332
1307 for (i = 0; i < NROFATTACKS; i++) 1333 for (int i = 0; i < NROFATTACKS; i++)
1308 if (op->resist[i] != tmp->resist[i]) 1334 if (expect_false (op->resist[i] != tmp->resist[i]))
1309 f.put (resist_save[i], op->resist[i]); 1335 f.put (resist_save[i], op->resist[i]);
1310 1336
1311 CMP_OUT (path_attuned); 1337 CMP_OUT (path_attuned);
1312 CMP_OUT (path_repelled); 1338 CMP_OUT (path_repelled);
1313 CMP_OUT (path_denied); 1339 CMP_OUT (path_denied);
1323 CMP_OUT (last_sp); 1349 CMP_OUT (last_sp);
1324 CMP_OUT (last_grace); 1350 CMP_OUT (last_grace);
1325 CMP_OUT (last_eat); 1351 CMP_OUT (last_eat);
1326 CMP_OUT (glow_radius); 1352 CMP_OUT (glow_radius);
1327 1353
1328 if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) 1354 if (op->flag [FLAG_IS_LINKED])
1355 if (auto (ol, op->find_link ()))
1329 f.put (KW_connected, i); 1356 f.put (KW_connected, ol->id);
1330 1357
1331 CMP_OUT (randomitems); 1358 CMP_OUT (randomitems);
1332 CMP_OUT2 (container, weight_limit); 1359 CMP_OUT2 (container, weight_limit);
1333 1360
1334 CMP_OUT (run_away); 1361 CMP_OUT (run_away);
1335 CMP_OUT (pick_up); 1362 CMP_OUT (pick_up);
1336 CMP_OUT (will_apply); 1363 CMP_OUT (will_apply);
1337 CMP_OUT (smoothlevel); 1364 CMP_OUT (smoothlevel);
1338 CMP_OUT (weapontype); 1365 CMP_OUT (weapontype);
1339 CMP_OUT (tooltype);
1340 CMP_OUT (elevation);
1341 CMP_OUT (client_type); 1366 CMP_OUT (client_type);
1342 CMP_OUT (item_power); 1367 CMP_OUT (item_power);
1343 CMP_OUT (duration); 1368 CMP_OUT (duration);
1344 CMP_OUT (range); 1369 CMP_OUT (range);
1345 CMP_OUT (range_modifier); 1370 CMP_OUT (range_modifier);
1354 CMP_OUT (move_off); 1379 CMP_OUT (move_off);
1355 CMP_OUT (move_slow); 1380 CMP_OUT (move_slow);
1356 CMP_OUT (move_slow_penalty); 1381 CMP_OUT (move_slow_penalty);
1357 1382
1358 if (op->flag != tmp->flag) 1383 if (op->flag != tmp->flag)
1359 for (i = 0; i <= NUM_FLAGS; i++) 1384 for (int i = 0; i <= NUM_FLAGS; i++)
1360 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1385 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i]))
1361 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1386 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1362 1387
1363 /* Save body locations */ 1388 // save body locations
1364 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1389 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1365 if (op->body_info[i] != tmp->body_info[i]) 1390 if (expect_false (op->slot[i].info != tmp->slot[i].info))
1366 f.put (body_locations[i].save_name, op->body_info[i]); 1391 f.put (body_locations[i].save_name, op->slot[i].info);
1367} 1392}
1368 1393
1369/* 1394/*
1370 * Dumps all variables in an object to a file. 1395 * Dumps all variables in an object to a file.
1371 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1396 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1372 * the only place this is not set is when saving the player. 1397 * the only place this is not set is when saving the player.
1373 */ 1398 */
1374bool 1399bool
1375object::write (object_freezer &f) 1400object::write (object_freezer &f)
1376{ 1401{
1377 /* Even if the object does have an owner, it would seem that we should 1402 if (is_arch ())
1378 * still save it. 1403 {
1379 */ 1404 f.put (KW_object, arch->archname);
1380 if (owner) 1405 write_diff (f, this, archetype::empty);
1381 return true; 1406 }
1382 1407 else
1383 archetype *at = arch ? (archetype *)arch : empty_archetype; 1408 {
1384
1385 f.put (KW_arch, at->name); 1409 f.put (KW_arch, arch->archname);
1386 write_diff (f, this, &at->clone); 1410 write_diff (f, this, arch);
1411 }
1387 1412
1388 for (object *tmp = inv; tmp; tmp = tmp->below) 1413 for (object *tmp = inv; tmp; tmp = tmp->below)
1389 tmp->write (f); 1414 tmp->write (f);
1390 1415
1391 f.put (this); 1416 f.put (this);
1394 return true; 1419 return true;
1395} 1420}
1396 1421
1397///////////////////////////////////////////////////////////////////////////// 1422/////////////////////////////////////////////////////////////////////////////
1398 1423
1424// generic resource file load,
1425// currently supports: region, treasures, archetypes
1426bool
1399bool load_resource_file (const char *filename) 1427load_resource_file_ (const char *filename)
1400{ 1428{
1401 object_thawer f (filename); 1429 object_thawer f (filename);
1402
1403 f.next ();
1404 1430
1405 for (;;) 1431 for (;;)
1406 { 1432 {
1407 switch (f.kw) 1433 switch (f.kw)
1408 { 1434 {
1409 case KW_region: 1435 case KW_region:
1410 if (!region::read (f)) 1436 if (!region::read (f))
1411 return false; 1437 return false;
1412 break; 1438 break;
1413 1439
1440 case KW_treasure:
1441 case KW_treasureone:
1442 if (!treasurelist::read (f))
1443 return false;
1444 break;
1445
1446 case KW_object:
1447 if (!archetype::read (f))
1448 return false;
1449 break;
1450
1414 case KW_EOF: 1451 case KW_EOF:
1415 return true; 1452 return true;
1416 1453
1417 default: 1454 default:
1418 if (!f.parse_error ("resource file")) 1455 if (!f.parse_error ("resource file"))
1419 return false; 1456 return false;
1457
1458 f.next ();
1459 break;
1420 } 1460 }
1421
1422 f.next ();
1423 } 1461 }
1424} 1462}
1425 1463

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