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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.118 by elmex, Sun Aug 31 15:49:13 2008 UTC vs.
Revision 1.138 by root, Sat Nov 7 18:30:05 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
26#include <sproto.h> 27#include <sproto.h>
27 28
28///////////////////////////////////////////////////////////////////////////// 29/////////////////////////////////////////////////////////////////////////////
29 30
30extern archetype *loading_arch; 31extern archetype *loading_arch;
32
33//+GPL
31 34
32/* This table is only necessary to convert objects that existed before the 35/* This table is only necessary to convert objects that existed before the
33 * spell object conversion to the new object. It was not practical 36 * spell object conversion to the new object. It was not practical
34 * to go through every mapping looking for every potion, rod, wand, etc 37 * to go through every mapping looking for every potion, rod, wand, etc
35 * that had a sp set and update to the new value. So this maps the 38 * that had a sp set and update to the new value. So this maps the
257void 260void
258object::post_load_check () 261object::post_load_check ()
259{ 262{
260 if (type >= NUM_TYPES) 263 if (type >= NUM_TYPES)
261 { 264 {
262 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); 265 LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
263 type = 0; 266 type = 0;
264 } 267 }
265 268
266 switch (type) 269 switch (type)
267 { 270 {
269 case WAND: 272 case WAND:
270 case ROD: 273 case ROD:
271 case HORN: 274 case HORN:
272 if (slot [body_range].info != -1) 275 if (slot [body_range].info != -1)
273 { 276 {
274 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 277 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
275 slot [body_range].info = -1; 278 slot [body_range].info = -1;
276 } 279 }
277 break; 280 break;
278 281
279 case WEAPON: 282 case WEAPON:
280 if (slot [body_combat].info != -1) 283 if (slot [body_combat].info != -1)
281 { 284 {
282 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 285 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
283 slot [body_combat].info = -1; 286 slot [body_combat].info = -1;
284 } 287 }
285 break; 288 break;
286 289
287 case SHIELD: 290 case SHIELD:
288 if (slot [body_shield].info != -1) 291 if (slot [body_shield].info != -1)
289 { 292 {
290 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 293 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
291 slot [body_shield].info = -1; 294 slot [body_shield].info = -1;
292 } 295 }
293 break; 296 break;
294 297
295 case PLAYER: 298 case PLAYER:
296 if (slot [body_shield].info != 1) 299 if (slot [body_shield].info != 1)
297 { 300 {
298 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 301 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
299 slot [body_shield].info = 1; 302 slot [body_shield].info = 1;
300 } 303 }
301 304
302 if (slot [body_combat].info != 1) 305 if (slot [body_combat].info != 1)
303 { 306 {
304 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 307 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
305 slot [body_combat].info = 1; 308 slot [body_combat].info = 1;
306 } 309 }
307 310
308 if (slot [body_range].info != 1) 311 if (slot [body_range].info != 1)
309 { 312 {
310 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 313 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
311 slot [body_range].info = 1; 314 slot [body_range].info = 1;
312 } 315 }
313 break; 316 break;
314 } 317 }
315 318
338 * not in the ideal fashion. 341 * not in the ideal fashion.
339 */ 342 */
340 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) 343 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
341 { 344 {
342 if (!skill) 345 if (!skill)
343 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); 346 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
344 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || 347 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
345 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 348 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
346 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); 349 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
347 } 350 }
348 351
349 /* We changed last_heal to gen_sp_armour, which is what it 352 /* We changed last_heal to gen_sp_armour, which is what it
350 * really does for many objects. Need to catch any in maps 353 * really does for many objects. Need to catch any in maps
351 * that may have an old value. 354 * that may have an old value.
357 || type == AMULET || type == GIRDLE 360 || type == AMULET || type == GIRDLE
358 || type == BRACERS || type == CLOAK) 361 || type == BRACERS || type == CLOAK)
359 { 362 {
360 if (last_heal) 363 if (last_heal)
361 { 364 {
362 LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); 365 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
363 gen_sp_armour = last_heal; 366 gen_sp_armour = last_heal;
364 last_heal = 0; 367 last_heal = 0;
365 } 368 }
366 369
367 int ip = calc_item_power (this, 0); 370 int ip = calc_item_power (this, 0);
368 371
369 /* Legacy objects from before item power was in the game */ 372 /* Legacy objects from before item power was in the game */
370 if (!item_power && ip) 373 if (!item_power && ip)
371 { 374 {
372 if (ip > 3) 375 if (ip > 3)
373 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); 376 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
374 377
375 item_power = ip; 378 item_power = ip;
376 } 379 }
377 380
378 /* Check for possibly bogus values. Has to meet both these criteria - 381 /* Check for possibly bogus values. Has to meet both these criteria -
385 if (ip > 2 * item_power && ip > (item_power + 3)) 388 if (ip > 2 * item_power && ip > (item_power + 3))
386 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 389 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
387#endif 390#endif
388 } 391 }
389 392
390 /* Old spellcasting object - need to load in the appropiate object */ 393 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
394 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
391 if ((type == ROD 395 if ((type == ROD
392 || type == WAND 396 || type == WAND
393 || type == SCROLL 397 || type == SCROLL
394 || type == HORN 398 || type == HORN
395 || type == FIREWALL 399 || type == FIREWALL
396 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 400 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
397 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. 401 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
398 && !inv 402 && !inv
399 && !loading_arch 403 && !loading_arch
400 && !randomitems) // by elmex: not _any_ rod or horn we find on a map, which has randomitems is an old spellcasting 404 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
401 // object. For instance lythanders pipe got it's spell in the treasurelist in the randomitems, 405 // TODO: at least one watchout-comments is redundant - investigate/remove
402 // same goes for normal rods.
403 { 406 {
407 // TODO: fix firewall object on map
404 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' 408 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
405 * in that spell was stored in sp. 409 * in that spell was stored in sp.
406 */ 410 */
407 LOG (llevError, "old spellcasting object found: %s", debug_desc ()); 411 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
408 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 412 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
409 insert_ob_in_ob (tmp, this); 413 insert_ob_in_ob (tmp, this);
414 randomitems = 0;
410 } 415 }
411 416
412 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 417 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
413 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 418 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
414 { 419 {
415 LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); 420 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
416 object *tmp = get_archetype_by_object_name (slaying); 421 object *tmp = get_archetype_by_object_name (slaying);
417 insert_ob_in_ob (tmp, this); 422 insert_ob_in_ob (tmp, this);
418 randomitems = 0; /* So another spell isn't created for this object */ 423 randomitems = 0; /* So another spell isn't created for this object */
419 /* without this, value is all screwed up */ 424 /* without this, value is all screwed up */
420 value = arch->value * inv->value; 425 value = arch->value * inv->value;
422 427
423 if (QUERY_FLAG (this, FLAG_MONSTER)) 428 if (QUERY_FLAG (this, FLAG_MONSTER))
424 { 429 {
425 if (stats.hp > stats.maxhp) 430 if (stats.hp > stats.maxhp)
426 { 431 {
427 LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); 432 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
428 stats.maxhp = stats.hp; 433 stats.maxhp = stats.hp;
429 } 434 }
430 435
431 /* The archs just need to be updated for this */ 436 /* The archs just need to be updated for this */
432 if (move_type == 0) 437 if (move_type == 0)
458 stats.maxhp = 0; 463 stats.maxhp = 0;
459 } 464 }
460 else 465 else
461 move_type = MOVE_WALK; 466 move_type = MOVE_WALK;
462 } 467 }
468 }
469
470 // if the object has an animation, try to provide a default face
471 if (has_anim ())
472 {
473 const animation &anim_ob = anim ();
474
475 if (anim_speed)
476 // if this item is time-animated, force the last frame
477 animate_object (this, 0);
478 else if (flag [FLAG_MONSTER])
479 // if it is a monster, set appropriate facing
480 animate_object (this, direction);
463 } 481 }
464} 482}
465 483
466static void 484static void
467set_move (MoveType &mt, const char *str) 485set_move (MoveType &mt, const char *str)
521 539
522next: ; 540next: ;
523 } 541 }
524} 542}
525 543
544//-GPL
545
526#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () 546#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
527 547
528bool 548bool
529object::parse_kv (object_thawer &f) 549object::parse_kv (object_thawer &f)
530{ 550{
558 case KW_race: f.get_ornull (race); break; 578 case KW_race: f.get_ornull (race); break;
559 case KW_slaying: f.get_ornull (slaying); break; 579 case KW_slaying: f.get_ornull (slaying); break;
560 case KW_tag: f.get_ornull (tag); break; 580 case KW_tag: f.get_ornull (tag); break;
561 581
562 case KW_arch: 582 case KW_arch:
563 {
564 object *tmp = object::read (f); 583 if (object *tmp = object::read (f))
565 tmp->deactivate ();
566
567 { 584 {
585 tmp->deactivate ();
586
568 // was: insert_ob_in_ob (tmp, op); 587 // was: insert_ob_in_ob (tmp, op);
569 // but manually adding it can improve map loading times a lot 588 // but manually adding it can improve map loading times a lot
570 // also, appending instead of prepending keeps the 589 // also, appending instead of prepending keeps the
571 // save ordering the same between repeated load/saves. 590 // save ordering the same between repeated load/saves.
572 // and finally we do not want any funny effects 591 // and finally we do not want any funny effects
589 608
590 tmp->below = 0; 609 tmp->below = 0;
591 tmp->env = this; 610 tmp->env = this;
592 op_inv = tmp; 611 op_inv = tmp;
593 } 612 }
594 } 613 else
614 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
615
595 continue; 616 continue;
596 617
597 case KW_other_arch: 618 case KW_other_arch:
598 if (loading_arch == this) 619 if (loading_arch == this)
599 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); 620 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
924 case KW_anim_speed: f.get (anim_speed); break; 945 case KW_anim_speed: f.get (anim_speed); break;
925 case KW_container: f.get (weight_limit); break; 946 case KW_container: f.get (weight_limit); break;
926 case KW_will_apply: f.get (will_apply); break; 947 case KW_will_apply: f.get (will_apply); break;
927 case KW_attack_movement: f.get (attack_movement); break; 948 case KW_attack_movement: f.get (attack_movement); break;
928 case KW_move_state: f.get (move_status); break; 949 case KW_move_state: f.get (move_status); break;
929 case KW_expmul: f.get (expmul); break; 950 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
930 case KW_glow_radius: f.get (glow_radius); break; 951 case KW_glow_radius: f.get (glow_radius); break;
931 case KW_weapontype: f.get (weapontype); break; 952 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; 953 case KW_casting_time: f.get (casting_time); break;
934 954
935 // elevation is deprecated 955 // elevation is deprecated
936 case KW_elevation: break; 956 case KW_elevation: break;
937 957
961 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 981 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
962 case KW_can_apply: 982 case KW_can_apply:
963 break; 983 break;
964 984
965 case KW_connected: 985 case KW_connected:
966 add_button_link (this, map, f.get_sint32 ()); 986 {
987 shstr connected;
988
989 f.get (connected);
990 add_link (map, connected);
991 }
967 break; 992 break;
968 993
969 case KW_randomitems: 994 case KW_randomitems:
970 if (f.get_str ()) 995 if (f.get_str ())
971 { 996 {
973 loading_arch 998 loading_arch
974 ? treasurelist::get (f.get_str ()) 999 ? treasurelist::get (f.get_str ())
975 : treasurelist::find (f.get_str ()); 1000 : treasurelist::find (f.get_str ());
976 1001
977 if (!randomitems) 1002 if (!randomitems)
1003 {
978 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 1004 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
1005 randomitems = treasurelist::get (shstr_none); // avoid crashes
1006 }
979 } 1007 }
980 else 1008 else
981 randomitems = 0; 1009 randomitems = 0;
982 break; 1010 break;
983 1011
1042 archetype *arch = archetype::find (f.get_str ()); 1070 archetype *arch = archetype::find (f.get_str ());
1043 1071
1044 if (!arch) 1072 if (!arch)
1045 { 1073 {
1046 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); 1074 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
1047 arch = archetype::find ("earthwall"); 1075 arch = archetype::find (shstr_earthwall);
1048 } 1076 }
1049 1077
1050 assert (arch); //D maybe use exception handling of sorts? 1078 assert (arch); //D maybe use exception handling of sorts?
1051 1079
1052 f.next (); 1080 f.next ();
1056 // instance() activates, this should be fixed properly 1084 // instance() activates, this should be fixed properly
1057 op->deactivate (); 1085 op->deactivate ();
1058 1086
1059 if (!op->parse_kv (f)) 1087 if (!op->parse_kv (f))
1060 { 1088 {
1061 op->destroy (true); 1089 op->destroy ();
1062 return 0; 1090 return 0;
1063 } 1091 }
1064 1092
1065 op->post_load_check (); 1093 op->post_load_check ();
1066 return op; 1094 return op;
1077{ 1105{
1078 object_thawer f (buf, (AV *)0); 1106 object_thawer f (buf, (AV *)0);
1079 1107
1080 return op->parse_kv (f); 1108 return op->parse_kv (f);
1081} 1109}
1082
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 1110
1134// compare *op against *tmp and output differences 1111// compare *op against *tmp and output differences
1135static void 1112static void
1136write_diff (object_freezer &f, object *op, object *tmp) 1113write_diff (object_freezer &f, object *op, object *tmp)
1137{ 1114{
1282 1259
1283 /* We don't need to worry about the arch's extra fields - they 1260 /* We don't need to worry about the arch's extra fields - they
1284 * will get taken care of the copy_to method. 1261 * will get taken care of the copy_to method.
1285 */ 1262 */
1286 1263
1264 if (op->uuid)
1287 f.put (KW_uuid, op->uuid.c_str ()); 1265 f.put (KW_uuid, op->uuid.c_str ());
1288 1266
1289#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1267#define CMP_OUT(v) if (expect_false (op->v != tmp->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) 1268#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v)
1291 1269
1292 if (object *owner = op->owner) 1270 if (object *owner = op->owner)
1308 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1286 if (op->face != tmp->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); 1287 if (op->sound != tmp->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); 1288 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1311 1289
1312 if (op->animation_id != tmp->animation_id) 1290 if (op->animation_id != tmp->animation_id)
1313 if (op->animation_id) 1291 if (op->has_anim ())
1314 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1292 f.put (KW_animation, op->anim ().name);
1315 else 1293 else
1316 { 1294 {
1317 f.put (KW_animation, (const char *)0); 1295 f.put (KW_animation, (const char *)0);
1318 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1296 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1319 } 1297 }
1376 CMP_OUT (last_grace); 1354 CMP_OUT (last_grace);
1377 CMP_OUT (last_eat); 1355 CMP_OUT (last_eat);
1378 CMP_OUT (glow_radius); 1356 CMP_OUT (glow_radius);
1379 1357
1380 if (op->flag [FLAG_IS_LINKED]) 1358 if (op->flag [FLAG_IS_LINKED])
1381 if (int i = get_button_value (op)) 1359 if (auto (ol, op->find_link ()))
1382 f.put (KW_connected, i); 1360 f.put (KW_connected, ol->id);
1383 1361
1384 CMP_OUT (randomitems); 1362 CMP_OUT (randomitems);
1385 CMP_OUT2 (container, weight_limit); 1363 CMP_OUT2 (container, weight_limit);
1386 1364
1387 CMP_OUT (run_away); 1365 CMP_OUT (run_away);
1388 CMP_OUT (pick_up); 1366 CMP_OUT (pick_up);
1389 CMP_OUT (will_apply); 1367 CMP_OUT (will_apply);
1390 CMP_OUT (smoothlevel); 1368 CMP_OUT (smoothlevel);
1391 CMP_OUT (weapontype); 1369 CMP_OUT (weapontype);
1392 CMP_OUT (tooltype);
1393 CMP_OUT (client_type); 1370 CMP_OUT (client_type);
1394 CMP_OUT (item_power); 1371 CMP_OUT (item_power);
1395 CMP_OUT (duration); 1372 CMP_OUT (duration);
1396 CMP_OUT (range); 1373 CMP_OUT (range);
1397 CMP_OUT (range_modifier); 1374 CMP_OUT (range_modifier);
1424 * the only place this is not set is when saving the player. 1401 * the only place this is not set is when saving the player.
1425 */ 1402 */
1426bool 1403bool
1427object::write (object_freezer &f) 1404object::write (object_freezer &f)
1428{ 1405{
1429 archetype *at = arch ? arch : archetype::empty; 1406 if (is_arch ())
1430 1407 {
1408 f.put (KW_object, arch->archname);
1409 write_diff (f, this, archetype::empty);
1410 }
1411 else
1412 {
1431 f.put (KW_arch, at->archname); 1413 f.put (KW_arch, arch->archname);
1432 write_diff (f, this, at); 1414 write_diff (f, this, arch);
1415 }
1433 1416
1434 for (object *tmp = inv; tmp; tmp = tmp->below) 1417 for (object *tmp = inv; tmp; tmp = tmp->below)
1435 tmp->write (f); 1418 tmp->write (f);
1436 1419
1437 f.put (this); 1420 f.put (this);

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