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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.123 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.140 by root, Sun Nov 8 22:30:48 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>
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 -
412 } 415 }
413 416
414 /* 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 */
415 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 418 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
416 { 419 {
417 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 ());
418 object *tmp = get_archetype_by_object_name (slaying); 421 object *tmp = get_archetype_by_object_name (slaying);
419 insert_ob_in_ob (tmp, this); 422 insert_ob_in_ob (tmp, this);
420 randomitems = 0; /* So another spell isn't created for this object */ 423 randomitems = 0; /* So another spell isn't created for this object */
421 /* without this, value is all screwed up */ 424 /* without this, value is all screwed up */
422 value = arch->value * inv->value; 425 value = arch->value * inv->value;
424 427
425 if (QUERY_FLAG (this, FLAG_MONSTER)) 428 if (QUERY_FLAG (this, FLAG_MONSTER))
426 { 429 {
427 if (stats.hp > stats.maxhp) 430 if (stats.hp > stats.maxhp)
428 { 431 {
429 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);
430 stats.maxhp = stats.hp; 433 stats.maxhp = stats.hp;
431 } 434 }
432 435
433 /* The archs just need to be updated for this */ 436 /* The archs just need to be updated for this */
434 if (move_type == 0) 437 if (move_type == 0)
460 stats.maxhp = 0; 463 stats.maxhp = 0;
461 } 464 }
462 else 465 else
463 move_type = MOVE_WALK; 466 move_type = MOVE_WALK;
464 } 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);
465 } 481 }
466} 482}
467 483
468static void 484static void
469set_move (MoveType &mt, const char *str) 485set_move (MoveType &mt, const char *str)
522 LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str); 538 LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str);
523 539
524next: ; 540next: ;
525 } 541 }
526} 542}
543
544//-GPL
527 545
528#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () 546#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
529 547
530bool 548bool
531object::parse_kv (object_thawer &f) 549object::parse_kv (object_thawer &f)
927 case KW_anim_speed: f.get (anim_speed); break; 945 case KW_anim_speed: f.get (anim_speed); break;
928 case KW_container: f.get (weight_limit); break; 946 case KW_container: f.get (weight_limit); break;
929 case KW_will_apply: f.get (will_apply); break; 947 case KW_will_apply: f.get (will_apply); break;
930 case KW_attack_movement: f.get (attack_movement); break; 948 case KW_attack_movement: f.get (attack_movement); break;
931 case KW_move_state: f.get (move_status); break; 949 case KW_move_state: f.get (move_status); break;
932 case KW_expmul: f.get (expmul); break; 950 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
933 case KW_glow_radius: f.get (glow_radius); break; 951 case KW_glow_radius: f.get (glow_radius); break;
934 case KW_weapontype: f.get (weapontype); break; 952 case KW_weapontype: f.get (weapontype); break;
935 case KW_tooltype: f.get (tooltype); break;
936 case KW_casting_time: f.get (casting_time); break; 953 case KW_casting_time: f.get (casting_time); break;
937 954
938 // elevation is deprecated 955 // elevation is deprecated
939 case KW_elevation: break; 956 case KW_elevation: break;
940 957
964 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;
965 case KW_can_apply: 982 case KW_can_apply:
966 break; 983 break;
967 984
968 case KW_connected: 985 case KW_connected:
969 add_button_link (this, map, f.get_sint32 ()); 986 {
987 shstr connected;
988
989 f.get (connected);
990 add_link (map, connected);
991 }
970 break; 992 break;
971 993
972 case KW_randomitems: 994 case KW_randomitems:
973 if (f.get_str ()) 995 if (f.get_str ())
974 { 996 {
976 loading_arch 998 loading_arch
977 ? treasurelist::get (f.get_str ()) 999 ? treasurelist::get (f.get_str ())
978 : treasurelist::find (f.get_str ()); 1000 : treasurelist::find (f.get_str ());
979 1001
980 if (!randomitems) 1002 if (!randomitems)
1003 {
981 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 }
982 } 1007 }
983 else 1008 else
984 randomitems = 0; 1009 randomitems = 0;
985 break; 1010 break;
986 1011
1045 archetype *arch = archetype::find (f.get_str ()); 1070 archetype *arch = archetype::find (f.get_str ());
1046 1071
1047 if (!arch) 1072 if (!arch)
1048 { 1073 {
1049 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 ());
1050 arch = archetype::find ("earthwall"); 1075 arch = archetype::find (shstr_earthwall);
1051 } 1076 }
1052 1077
1053 assert (arch); //D maybe use exception handling of sorts? 1078 assert (arch); //D maybe use exception handling of sorts?
1054 1079
1055 f.next (); 1080 f.next ();
1081 object_thawer f (buf, (AV *)0); 1106 object_thawer f (buf, (AV *)0);
1082 1107
1083 return op->parse_kv (f); 1108 return op->parse_kv (f);
1084} 1109}
1085 1110
1086/* This returns a string of the integer movement type */
1087#if 0
1088// unused function
1089static char *
1090get_string_move_type (MoveType mt)
1091{
1092 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1093 int i, all_count = 0, count;
1094
1095 strcpy (retbuf, "");
1096 strcpy (retbuf_all, " all");
1097
1098 /* Quick check, and probably fairly common */
1099 if (mt == MOVE_ALL)
1100 return retbuf_all + 1;
1101 if (mt == 0)
1102 {
1103 strcpy (retbuf, "0");
1104 return retbuf;
1105 }
1106
1107 /* We basically slide the bits down. Why look at MOVE_ALL?
1108 * because we may want to return a string like 'all -swim',
1109 * and if we just looked at mt, we couldn't get that.
1110 */
1111 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1112 {
1113 if (mt & (1 << count))
1114 {
1115 strcat (retbuf, " ");
1116 strcat (retbuf, move_name[count]);
1117 }
1118 else
1119 {
1120 strcat (retbuf_all, " -");
1121 strcat (retbuf_all, move_name[count]);
1122 all_count++;
1123 }
1124 }
1125 /* Basically, if there is a single negation, return it, eg
1126 * 'all -swim'. But more than that, just return the
1127 * enumerated values. It doesn't make sense to return
1128 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1129 */
1130 if (all_count <= 1)
1131 return retbuf_all + 1;
1132 else
1133 return retbuf + 1;
1134}
1135#endif
1136
1137// compare *op against *tmp and output differences 1111// compare *op against *arch and output differences
1138static void 1112static void
1139write_diff (object_freezer &f, object *op, object *tmp) 1113write_diff (object_freezer &f, object *op, object *arch)
1140{ 1114{
1141 static const keyword resist_save[NROFATTACKS] = { 1115 static const keyword resist_save[NROFATTACKS] = {
1142# define def(uc, lc, name, plus, change) KW_resist_ ## lc, 1116# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1143# include "attackinc.h" 1117# include "attackinc.h"
1144# undef def 1118# undef def
1278 1252
1279 /* This saves the key/value lists. We do it first so that any 1253 /* This saves the key/value lists. We do it first so that any
1280 * keys that match field names will be overwritten by the loader. 1254 * keys that match field names will be overwritten by the loader.
1281 */ 1255 */
1282 for (key_value *kv = op->key_values; kv; kv = kv->next) 1256 for (key_value *kv = op->key_values; kv; kv = kv->next)
1283 if (!tmp->key_values || tmp->kv (kv->key) != kv->value) 1257 if (!arch->key_values || arch->kv (kv->key) != kv->value)
1284 f.put (kv->key, kv->value); 1258 f.put (kv->key, kv->value);
1285 1259
1286 /* We don't need to worry about the arch's extra fields - they 1260 if (op->uuid)
1287 * will get taken care of the copy_to method.
1288 */
1289
1290 f.put (KW_uuid, op->uuid.c_str ()); 1261 f.put (KW_uuid, op->uuid.c_str ());
1291 1262
1292#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 != arch->v)) f.put (KW_ ## v, op->v)
1293#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1264#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v)
1265
1266 CMP_OUT (x);
1267 CMP_OUT (y);
1268
1269 CMP_OUT (type);
1270 CMP_OUT (subtype);
1271 CMP_OUT (direction);
1272
1273 CMP_OUT (name);
1274 CMP_OUT (name_pl);
1275
1276 CMP_OUT (speed);
1277 CMP_OUT (speed_left);
1278
1279 CMP_OUT (title);
1280 CMP_OUT (race);
1281 CMP_OUT (slaying);
1282 CMP_OUT (skill);
1283
1284 CMP_OUT (tag);
1285 CMP_OUT (custom_name);
1294 1286
1295 if (object *owner = op->owner) 1287 if (object *owner = op->owner)
1296 f.put (KW_owner, static_cast<const char *>(owner->ref ())); 1288 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1297 1289
1298 CMP_OUT (name); 1290 // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
1299 CMP_OUT (name_pl); 1291
1300 CMP_OUT (custom_name);
1301 CMP_OUT (title);
1302 CMP_OUT (race);
1303 CMP_OUT (skill);
1304 CMP_OUT (slaying);
1305 CMP_OUT (tag);
1306 CMP_OUT (other_arch); 1292 CMP_OUT (other_arch);
1307 1293
1308 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); 1294 if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1309 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); 1295 if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore);
1310 1296
1311 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1297 if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1312 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1298 if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1313 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1299 if (op->sound_destroy != arch->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1314 1300
1315 if (op->animation_id != tmp->animation_id) 1301 if (op->animation_id != arch->animation_id)
1316 if (op->animation_id) 1302 if (op->has_anim ())
1317 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1303 f.put (KW_animation, op->anim ().name);
1318 else 1304 else
1319 { 1305 {
1320 f.put (KW_animation, (const char *)0); 1306 f.put (KW_animation, (const char *)0);
1321 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? 1307 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1322 } 1308 }
1336 CMP_OUT2 (grace, stats.grace); 1322 CMP_OUT2 (grace, stats.grace);
1337 CMP_OUT2 (maxgrace, stats.maxgrace); 1323 CMP_OUT2 (maxgrace, stats.maxgrace);
1338 CMP_OUT2 (exp, stats.exp); 1324 CMP_OUT2 (exp, stats.exp);
1339 1325
1340 CMP_OUT (perm_exp); 1326 CMP_OUT (perm_exp);
1341 CMP_OUT (expmul); 1327 //CMP_OUT (expmul);
1342 1328
1343 CMP_OUT2 (food, stats.food); 1329 CMP_OUT2 (food, stats.food);
1344 CMP_OUT2 (dam, stats.dam); 1330 CMP_OUT2 (dam, stats.dam);
1345 CMP_OUT2 (luck, stats.luck); 1331 CMP_OUT2 (luck, stats.luck);
1346 CMP_OUT2 (wc, stats.wc); 1332 CMP_OUT2 (wc, stats.wc);
1347 CMP_OUT2 (ac, stats.ac); 1333 CMP_OUT2 (ac, stats.ac);
1348 1334
1349 CMP_OUT (x);
1350 CMP_OUT (y);
1351 CMP_OUT (speed);
1352 CMP_OUT (speed_left);
1353 CMP_OUT2 (move_state, move_status); 1335 CMP_OUT2 (move_state, move_status);
1354 CMP_OUT (attack_movement); 1336 CMP_OUT (attack_movement);
1355 CMP_OUT (nrof); 1337 CMP_OUT (nrof);
1356 CMP_OUT (level); 1338 CMP_OUT (level);
1357 CMP_OUT (direction);
1358 CMP_OUT (type);
1359 CMP_OUT (subtype);
1360 CMP_OUT (attacktype); 1339 CMP_OUT (attacktype);
1361 1340
1341 // using memcmp here seems to be a loss - us gcc vectorising?
1362 for (int i = 0; i < NROFATTACKS; i++) 1342 for (int i = 0; i < NROFATTACKS; i++)
1363 if (expect_false (op->resist[i] != tmp->resist[i])) 1343 if (expect_false (op->resist[i] != arch->resist[i]))
1364 f.put (resist_save[i], op->resist[i]); 1344 f.put (resist_save[i], op->resist[i]);
1365 1345
1366 CMP_OUT (path_attuned); 1346 CMP_OUT (path_attuned);
1367 CMP_OUT (path_repelled); 1347 CMP_OUT (path_repelled);
1368 CMP_OUT (path_denied); 1348 CMP_OUT (path_denied);
1379 CMP_OUT (last_grace); 1359 CMP_OUT (last_grace);
1380 CMP_OUT (last_eat); 1360 CMP_OUT (last_eat);
1381 CMP_OUT (glow_radius); 1361 CMP_OUT (glow_radius);
1382 1362
1383 if (op->flag [FLAG_IS_LINKED]) 1363 if (op->flag [FLAG_IS_LINKED])
1384 if (int i = get_button_value (op)) 1364 if (auto (ol, op->find_link ()))
1385 f.put (KW_connected, i); 1365 f.put (KW_connected, ol->id);
1386 1366
1387 CMP_OUT (randomitems); 1367 CMP_OUT (randomitems);
1388 CMP_OUT2 (container, weight_limit); 1368 CMP_OUT2 (container, weight_limit);
1389 1369
1390 CMP_OUT (run_away); 1370 CMP_OUT (run_away);
1391 CMP_OUT (pick_up); 1371 CMP_OUT (pick_up);
1392 CMP_OUT (will_apply); 1372 CMP_OUT (will_apply);
1393 CMP_OUT (smoothlevel); 1373 CMP_OUT (smoothlevel);
1394 CMP_OUT (weapontype); 1374 CMP_OUT (weapontype);
1395 CMP_OUT (tooltype);
1396 CMP_OUT (client_type); 1375 CMP_OUT (client_type);
1397 CMP_OUT (item_power); 1376 CMP_OUT (item_power);
1398 CMP_OUT (duration); 1377 CMP_OUT (duration);
1399 CMP_OUT (range); 1378 CMP_OUT (range);
1400 CMP_OUT (range_modifier); 1379 CMP_OUT (range_modifier);
1408 CMP_OUT (move_on); 1387 CMP_OUT (move_on);
1409 CMP_OUT (move_off); 1388 CMP_OUT (move_off);
1410 CMP_OUT (move_slow); 1389 CMP_OUT (move_slow);
1411 CMP_OUT (move_slow_penalty); 1390 CMP_OUT (move_slow_penalty);
1412 1391
1413 if (op->flag != tmp->flag) 1392 // obj_original is the only commonly differing flag between archetype
1393 // and object, so special-case it here to be able to skip the loop
1394 object::flags_t diff = op->flags ^ arch->flags;
1395
1396 if (expect_true (diff.any ()))
1397 {
1398 if (expect_false (diff.reset (FLAG_OBJ_ORIGINAL).any ()))
1399 {
1400 // some other flags differ, too
1414 for (int i = 0; i <= NUM_FLAGS; i++) 1401 for (int i = 0; i < NUM_FLAGS; i++)
1415 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) 1402 if (expect_false (flag_names [i] && op->flag [i] != arch->flag [i]))
1416 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1403 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1404 }
1405 else
1406 {
1407 // only obj_original differs
1408 f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0");
1409 }
1410 }
1417 1411
1418 // save body locations 1412 // save body locations. gcc's memcmp does an abysmal job when used
1419 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 1413 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1420 if (expect_false (op->slot[i].info != tmp->slot[i].info)) 1414 if (expect_false (op->slot[i].info != arch->slot[i].info))
1421 f.put (body_locations[i].save_name, op->slot[i].info); 1415 f.put (body_locations[i].save_name, op->slot[i].info);
1422} 1416}
1423 1417
1424/* 1418/*
1425 * Dumps all variables in an object to a file. 1419 * Dumps all variables in an object to a file.
1427 * the only place this is not set is when saving the player. 1421 * the only place this is not set is when saving the player.
1428 */ 1422 */
1429bool 1423bool
1430object::write (object_freezer &f) 1424object::write (object_freezer &f)
1431{ 1425{
1432 archetype *at = arch ? arch : archetype::empty; 1426 if (is_arch ())
1433 1427 {
1428 f.put (KW_object, arch->archname);
1429 write_diff (f, this, archetype::empty);
1430 }
1431 else
1432 {
1434 f.put (KW_arch, at->archname); 1433 f.put (KW_arch, arch->archname);
1435 write_diff (f, this, at); 1434 write_diff (f, this, arch);
1435 }
1436 1436
1437 for (object *tmp = inv; tmp; tmp = tmp->below) 1437 for (object *tmp = inv; tmp; tmp = tmp->below)
1438 tmp->write (f); 1438 tmp->write (f);
1439 1439
1440 f.put (this); 1440 f.put (this);

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