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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.110 by root, Sun Apr 20 05:24:55 2008 UTC vs.
Revision 1.144 by root, Tue Nov 10 04:38:45 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27
28#include <global.h> 25#include <global.h>
29#include <loader.h> 26#include <loader.h>
30#include <sproto.h> 27#include <sproto.h>
31 28
32///////////////////////////////////////////////////////////////////////////// 29/////////////////////////////////////////////////////////////////////////////
33 30
34extern archetype *loading_arch; 31extern archetype *loading_arch;
32
33//+GPL
35 34
36/* 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
37 * spell object conversion to the new object. It was not practical 36 * spell object conversion to the new object. It was not practical
38 * 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
39 * 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
261void 260void
262object::post_load_check () 261object::post_load_check ()
263{ 262{
264 if (type >= NUM_TYPES) 263 if (type >= NUM_TYPES)
265 { 264 {
266 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 ());
267 type = 0; 266 type = 0;
268 } 267 }
269 268
270 switch (type) 269 switch (type)
271 { 270 {
273 case WAND: 272 case WAND:
274 case ROD: 273 case ROD:
275 case HORN: 274 case HORN:
276 if (slot [body_range].info != -1) 275 if (slot [body_range].info != -1)
277 { 276 {
278 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);
279 slot [body_range].info = -1; 278 slot [body_range].info = -1;
280 } 279 }
281 break; 280 break;
282 281
283 case WEAPON: 282 case WEAPON:
284 if (slot [body_combat].info != -1) 283 if (slot [body_combat].info != -1)
285 { 284 {
286 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);
287 slot [body_combat].info = -1; 286 slot [body_combat].info = -1;
288 } 287 }
289 break; 288 break;
290 289
291 case SHIELD: 290 case SHIELD:
292 if (slot [body_shield].info != -1) 291 if (slot [body_shield].info != -1)
293 { 292 {
294 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);
295 slot [body_shield].info = -1; 294 slot [body_shield].info = -1;
296 } 295 }
297 break; 296 break;
298 297
299 case PLAYER: 298 case PLAYER:
300 if (slot [body_shield].info != 1) 299 if (slot [body_shield].info != 1)
301 { 300 {
302 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);
303 slot [body_shield].info = 1; 302 slot [body_shield].info = 1;
304 } 303 }
305 304
306 if (slot [body_combat].info != 1) 305 if (slot [body_combat].info != 1)
307 { 306 {
308 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);
309 slot [body_combat].info = 1; 308 slot [body_combat].info = 1;
310 } 309 }
311 310
312 if (slot [body_range].info != 1) 311 if (slot [body_range].info != 1)
313 { 312 {
314 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);
315 slot [body_range].info = 1; 314 slot [body_range].info = 1;
316 } 315 }
317 break; 316 break;
318 } 317 }
319 318
331 330
332 if (!name_pl) 331 if (!name_pl)
333 name_pl = name; 332 name_pl = name;
334 333
335 /* objects now have a materialname. try to patch it in */ 334 /* objects now have a materialname. try to patch it in */
336 if (!(is_weapon () && level > 0)) 335 if (material == &material_null && !(is_weapon () && level > 0))
337 set_materialname (this, map ? map->difficulty : 5, 0); 336 select_material (this, map ? map->difficulty : 5);
338 337
339 /* only do these when program is first run - a bit 338 /* only do these when program is first run - a bit
340 * excessive to do this at every run - most of this is 339 * excessive to do this at every run - most of this is
341 * really just to catch any errors - program will still run, but 340 * really just to catch any errors - program will still run, but
342 * not in the ideal fashion. 341 * not in the ideal fashion.
343 */ 342 */
344 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))
345 { 344 {
346 if (!skill) 345 if (!skill)
347 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); 346 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
348 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) ||
349 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 348 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
350 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);
351 } 350 }
352 351
353 /* 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
354 * really does for many objects. Need to catch any in maps 353 * really does for many objects. Need to catch any in maps
355 * that may have an old value. 354 * that may have an old value.
361 || type == AMULET || type == GIRDLE 360 || type == AMULET || type == GIRDLE
362 || type == BRACERS || type == CLOAK) 361 || type == BRACERS || type == CLOAK)
363 { 362 {
364 if (last_heal) 363 if (last_heal)
365 { 364 {
366 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 ());
367 gen_sp_armour = last_heal; 366 gen_sp_armour = last_heal;
368 last_heal = 0; 367 last_heal = 0;
369 } 368 }
370 369
371 int ip = calc_item_power (this, 0); 370 int ip = calc_item_power (this, 0);
372 371
373 /* Legacy objects from before item power was in the game */ 372 /* Legacy objects from before item power was in the game */
374 if (!item_power && ip) 373 if (!item_power && ip)
375 { 374 {
376 if (ip > 3) 375 if (ip > 3)
377 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);
378 377
379 item_power = ip; 378 item_power = ip;
380 } 379 }
381 380
382 /* Check for possibly bogus values. Has to meet both these criteria - 381 /* Check for possibly bogus values. Has to meet both these criteria -
389 if (ip > 2 * item_power && ip > (item_power + 3)) 388 if (ip > 2 * item_power && ip > (item_power + 3))
390 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);
391#endif 390#endif
392 } 391 }
393 392
394 /* Old spellcasting object - need to load in the appropiate object */ 393 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
395 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 394 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
395 if ((type == ROD
396 || type == WAND
397 || type == SCROLL
398 || type == HORN
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)) && !inv && !loading_arch) 401 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
402 && !inv
403 && !loading_arch
404 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
405 // TODO: at least one watchout-comments is redundant - investigate/remove
398 { 406 {
407 // TODO: fix firewall object on map
399 /* 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'
400 * in that spell was stored in sp. 409 * in that spell was stored in sp.
401 */ 410 */
402 LOG (llevError, "old spellcasting object found: %s", debug_desc ()); 411 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
403 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]);
404 insert_ob_in_ob (tmp, this); 413 insert_ob_in_ob (tmp, this);
405 randomitems = NULL; /* So another spell isn't created for this object */ 414 randomitems = 0;
406 } 415 }
407 416
408 /* 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 */
409 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 418 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
410 { 419 {
411 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 ());
412 object *tmp = get_archetype_by_object_name (slaying); 421 object *tmp = get_archetype_by_object_name (slaying);
413 insert_ob_in_ob (tmp, this); 422 insert_ob_in_ob (tmp, this);
414 randomitems = NULL; /* So another spell isn't created for this object */ 423 randomitems = 0; /* So another spell isn't created for this object */
415 /* without this, value is all screwed up */ 424 /* without this, value is all screwed up */
416 value = arch->value * inv->value; 425 value = arch->value * inv->value;
417 } 426 }
418 427
419 if (QUERY_FLAG (this, FLAG_MONSTER)) 428 if (QUERY_FLAG (this, FLAG_MONSTER))
420 { 429 {
421 if (stats.hp > stats.maxhp) 430 if (stats.hp > stats.maxhp)
422 { 431 {
423 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);
424 stats.maxhp = stats.hp; 433 stats.maxhp = stats.hp;
425 } 434 }
426 435
427 /* The archs just need to be updated for this */ 436 /* The archs just need to be updated for this */
428 if (move_type == 0) 437 if (move_type == 0)
454 stats.maxhp = 0; 463 stats.maxhp = 0;
455 } 464 }
456 else 465 else
457 move_type = MOVE_WALK; 466 move_type = MOVE_WALK;
458 } 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);
459 } 481 }
460} 482}
461 483
462static void 484static void
463set_move (MoveType &mt, const char *str) 485set_move (MoveType &mt, const char *str)
517 539
518next: ; 540next: ;
519 } 541 }
520} 542}
521 543
544//-GPL
545
522#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () 546#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
523 547
524bool 548bool
525object::parse_kv (object_thawer &f) 549object::parse_kv (object_thawer &f)
526{ 550{
527 object *op_inv = inv; 551 object *op_inv = inv;
552 key_value *last_kv = key_values;
528 553
529 for (;;) 554 for (;;)
530 { 555 {
531 switch (f.kw) 556 switch (f.kw)
532 { 557 {
553 case KW_race: f.get_ornull (race); break; 578 case KW_race: f.get_ornull (race); break;
554 case KW_slaying: f.get_ornull (slaying); break; 579 case KW_slaying: f.get_ornull (slaying); break;
555 case KW_tag: f.get_ornull (tag); break; 580 case KW_tag: f.get_ornull (tag); break;
556 581
557 case KW_arch: 582 case KW_arch:
558 {
559 object *tmp = object::read (f); 583 if (object *tmp = object::read (f))
560 tmp->deactivate ();
561
562 { 584 {
585 tmp->deactivate ();
586
563 // was: insert_ob_in_ob (tmp, op); 587 // was: insert_ob_in_ob (tmp, op);
564 // but manually adding it can improve map loading times a lot 588 // but manually adding it can improve map loading times a lot
565 // also, appending instead of prepending keeps the 589 // also, appending instead of prepending keeps the
566 // save ordering the same between repeated load/saves. 590 // save ordering the same between repeated load/saves.
567 // and finally we do not want any funny effects 591 // and finally we do not want any funny effects
584 608
585 tmp->below = 0; 609 tmp->below = 0;
586 tmp->env = this; 610 tmp->env = this;
587 op_inv = tmp; 611 op_inv = tmp;
588 } 612 }
589 } 613 else
614 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
615
590 continue; 616 continue;
591 617
592 case KW_other_arch: 618 case KW_other_arch:
593 if (loading_arch == this) 619 if (loading_arch == this)
594 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); 620 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
610 CLEAR_FLAG (this, FLAG_ANIMATE); 636 CLEAR_FLAG (this, FLAG_ANIMATE);
611 animation_id = 0; 637 animation_id = 0;
612 638
613 const char *str = f.get_str (); 639 const char *str = f.get_str ();
614 if (str && (animation_id = find_animation (str))) 640 if (str && (animation_id = find_animation (str)))
615 SET_FLAG (this, FLAG_ANIMATE); 641 SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here
616 } 642 }
617 break; 643 break;
618 644
619 case KW_last_heal: f.get (last_heal); break; 645 case KW_last_heal: f.get (last_heal); break;
620 case KW_last_sp: f.get (last_sp); break; 646 case KW_last_sp: f.get (last_sp); break;
699 case KW_invisible: f.get (invisible); break; 725 case KW_invisible: f.get (invisible); break;
700 case KW_magic: f.get (magic); break; 726 case KW_magic: f.get (magic); break;
701 case KW_state: f.get (state); break; 727 case KW_state: f.get (state); break;
702 case KW_move_slow_penalty: f.get (move_slow_penalty); break; 728 case KW_move_slow_penalty: f.get (move_slow_penalty); break;
703 case KW_material: f.get (materials); break; //TODO: nuke 729 case KW_material: f.get (materials); break; //TODO: nuke
704 case KW_materialname: f.get (materialname); break; 730
731 case KW_materialname:
732 {
733 shstr sh;
734 f.get (sh);
735 material = name_to_material (sh);
736 }
737 break;
705 738
706 /* These are the new values */ 739 /* These are the new values */
707 case KW_move_block: set_move (move_block, f.get_str ()); break; 740 case KW_move_block: set_move (move_block, f.get_str ()); break;
708 case KW_move_allow: set_move (move_allow, f.get_str ()); break; 741 case KW_move_allow: set_move (move_allow, f.get_str ()); break;
709 case KW_move_type: set_move (move_type, f.get_str ()); break; 742 case KW_move_type: set_move (move_type, f.get_str ()); break;
919 case KW_anim_speed: f.get (anim_speed); break; 952 case KW_anim_speed: f.get (anim_speed); break;
920 case KW_container: f.get (weight_limit); break; 953 case KW_container: f.get (weight_limit); break;
921 case KW_will_apply: f.get (will_apply); break; 954 case KW_will_apply: f.get (will_apply); break;
922 case KW_attack_movement: f.get (attack_movement); break; 955 case KW_attack_movement: f.get (attack_movement); break;
923 case KW_move_state: f.get (move_status); break; 956 case KW_move_state: f.get (move_status); break;
924 case KW_expmul: f.get (expmul); break; 957 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
925 case KW_glow_radius: f.get (glow_radius); break; 958 case KW_glow_radius: f.get (glow_radius); break;
926 case KW_weapontype: f.get (weapontype); break; 959 case KW_weapontype: f.get (weapontype); break;
927 case KW_tooltype: f.get (tooltype); break;
928 case KW_casting_time: f.get (casting_time); break; 960 case KW_casting_time: f.get (casting_time); break;
961
962 // elevation is deprecated
929 case KW_elevation: f.get (elevation); break; 963 case KW_elevation: break;
964
930 case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break; 965 case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break;
931 case KW_client_type: f.get (client_type); break; 966 case KW_client_type: f.get (client_type); break;
932 case KW_duration: f.get (duration); break; 967 case KW_duration: f.get (duration); break;
933 case KW_range: f.get (range); break; 968 case KW_range: f.get (range); break;
934 case KW_range_modifier: f.get (range_modifier); break; 969 case KW_range_modifier: f.get (range_modifier); break;
953 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 988 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
954 case KW_can_apply: 989 case KW_can_apply:
955 break; 990 break;
956 991
957 case KW_connected: 992 case KW_connected:
958 add_button_link (this, map, f.get_sint32 ()); 993 {
994 shstr connected;
995
996 f.get (connected);
997 add_link (map, connected);
998 }
959 break; 999 break;
960 1000
961 case KW_randomitems: 1001 case KW_randomitems:
962 if (f.get_str ()) 1002 if (f.get_str ())
963 { 1003 {
965 loading_arch 1005 loading_arch
966 ? treasurelist::get (f.get_str ()) 1006 ? treasurelist::get (f.get_str ())
967 : treasurelist::find (f.get_str ()); 1007 : treasurelist::find (f.get_str ());
968 1008
969 if (!randomitems) 1009 if (!randomitems)
1010 {
970 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 1011 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
1012 randomitems = treasurelist::get (shstr_none); // avoid crashes
1013 }
971 } 1014 }
972 else 1015 else
973 randomitems = 0; 1016 randomitems = 0;
974 break; 1017 break;
975 1018
991 1034
992 f.next (); 1035 f.next ();
993 return true; 1036 return true;
994 1037
995 case KW_ERROR: 1038 case KW_ERROR:
996 set_ob_key_value (this, f.kw_str, f.value, true); 1039 // append as key value pair (do not use kv_set as it prepends)
1040 // we also do not even try to find old values, duplicate keys stay duplicate
1041 {
1042 key_value *kv = new key_value;
1043
1044 kv->next = 0;
1045 kv->key = shstr (f.kw_str);
1046 kv->value = shstr (f.value);
1047
1048 if (!last_kv)
1049 key_values = last_kv = kv;
1050 else
1051 {
1052 while (last_kv->next)
1053 last_kv = last_kv->next;
1054
1055 last_kv->next = kv;
1056 last_kv = kv;
1057 }
1058 }
997 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D 1059 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
998 break; 1060 break;
999 1061
1000 default: 1062 default:
1001 if (!f.parse_error ("object", name)) 1063 if (!f.parse_error ("object", name))
1015 archetype *arch = archetype::find (f.get_str ()); 1077 archetype *arch = archetype::find (f.get_str ());
1016 1078
1017 if (!arch) 1079 if (!arch)
1018 { 1080 {
1019 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); 1081 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
1020 arch = archetype::find ("earthwall"); 1082 arch = archetype::find (shstr_earthwall);
1021 } 1083 }
1022 1084
1023 assert (arch); //D maybe use exception handling of sorts? 1085 assert (arch); //D maybe use exception handling of sorts?
1024 1086
1025 f.next (); 1087 f.next ();
1026 1088
1027 object *op = object::create (); 1089 object *op = arch->instance ();
1028
1029 op->map = map; 1090 op->map = map;
1030 arch->copy_to (op);
1031 // copy_to activates, this should be fixed properly 1091 // instance() activates, this should be fixed properly
1032 op->deactivate (); 1092 op->deactivate ();
1033 1093
1034 if (!op->parse_kv (f)) 1094 if (!op->parse_kv (f))
1035 { 1095 {
1036 op->destroy (true); 1096 op->destroy ();
1037 return 0; 1097 return 0;
1038 } 1098 }
1039 1099
1040 op->post_load_check (); 1100 op->post_load_check ();
1041 return op; 1101 return op;
1053 object_thawer f (buf, (AV *)0); 1113 object_thawer f (buf, (AV *)0);
1054 1114
1055 return op->parse_kv (f); 1115 return op->parse_kv (f);
1056} 1116}
1057 1117
1058/* This returns a string of the integer movement type */
1059#if 0
1060// unused function
1061static char *
1062get_string_move_type (MoveType mt)
1063{
1064 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1065 int i, all_count = 0, count;
1066
1067 strcpy (retbuf, "");
1068 strcpy (retbuf_all, " all");
1069
1070 /* Quick check, and probably fairly common */
1071 if (mt == MOVE_ALL)
1072 return retbuf_all + 1;
1073 if (mt == 0)
1074 {
1075 strcpy (retbuf, "0");
1076 return retbuf;
1077 }
1078
1079 /* We basically slide the bits down. Why look at MOVE_ALL?
1080 * because we may want to return a string like 'all -swim',
1081 * and if we just looked at mt, we couldn't get that.
1082 */
1083 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1084 {
1085 if (mt & (1 << count))
1086 {
1087 strcat (retbuf, " ");
1088 strcat (retbuf, move_name[count]);
1089 }
1090 else
1091 {
1092 strcat (retbuf_all, " -");
1093 strcat (retbuf_all, move_name[count]);
1094 all_count++;
1095 }
1096 }
1097 /* Basically, if there is a single negation, return it, eg
1098 * 'all -swim'. But more than that, just return the
1099 * enumerated values. It doesn't make sense to return
1100 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1101 */
1102 if (all_count <= 1)
1103 return retbuf_all + 1;
1104 else
1105 return retbuf + 1;
1106}
1107#endif
1108
1109// compare *op against *tmp and output differences 1118// compare *op against *arch and output differences
1110static void 1119static void
1111write_diff (object_freezer &f, object *op, object *tmp) 1120write_diff (object_freezer &f, object *op, object *arch)
1112{ 1121{
1113 static const keyword resist_save[NROFATTACKS] = { 1122 static const keyword resist_save[NROFATTACKS] = {
1114# define def(uc, lc, name, plus, change) KW_resist_ ## lc, 1123# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1115# include "attackinc.h" 1124# include "attackinc.h"
1116# undef def 1125# undef def
1130 KW_applied, 1139 KW_applied,
1131 KW_unpaid, 1140 KW_unpaid,
1132 KW_can_use_shield, 1141 KW_can_use_shield,
1133 KW_no_pick, 1142 KW_no_pick,
1134 KW_NULL, // walk_on 1143 KW_NULL, // walk_on
1144 /* 10 */
1135 KW_NULL, // no_pass 1145 KW_NULL, // no_pass
1136 /* 10 */
1137 KW_is_animated, 1146 KW_is_animated,
1138 KW_NULL, // slow_move 1147 KW_NULL, // slow_move
1139 KW_NULL, // flying 1148 KW_NULL, // flying
1140 KW_monster, 1149 KW_monster,
1141 KW_friendly, 1150 KW_friendly,
1142 KW_generator, 1151 KW_generator,
1143 KW_is_thrown, 1152 KW_is_thrown,
1144 KW_auto_apply, 1153 KW_auto_apply,
1145 KW_treasure_env, 1154 KW_treasure_env,
1155 /* 20 */
1146 KW_player_sold, 1156 KW_player_sold,
1147 /* 20 */
1148 KW_see_invisible, 1157 KW_see_invisible,
1149 KW_can_roll, 1158 KW_can_roll,
1150 KW_overlay_floor, 1159 KW_overlay_floor,
1151 KW_is_turnable, 1160 KW_is_turnable,
1152 KW_NULL, // walk_off 1161 KW_NULL, // walk_off
1153 KW_NULL, // fly_on 1162 KW_NULL, // fly_on
1154 KW_NULL, // fly_off 1163 KW_NULL, // fly_off
1155 KW_is_used_up, 1164 KW_is_used_up,
1156 KW_identified, 1165 KW_identified,
1166 /* 30 */
1157 KW_reflecting, 1167 KW_reflecting,
1158 /* 30 */
1159 KW_changing, 1168 KW_changing,
1160 KW_splitting, 1169 KW_splitting,
1161 KW_hitback, 1170 KW_hitback,
1162 KW_startequip, 1171 KW_startequip,
1163 KW_blocksview, 1172 KW_blocksview,
1164 KW_undead, 1173 KW_undead,
1165 KW_scared, 1174 KW_scared,
1166 KW_unaggressive, 1175 KW_unaggressive,
1167 KW_reflect_missile, 1176 KW_reflect_missile,
1177 /* 40 */
1168 KW_reflect_spell, 1178 KW_reflect_spell,
1169 /* 40 */
1170 KW_no_magic, 1179 KW_no_magic,
1171 KW_no_fix_player, 1180 KW_no_fix_player,
1172 KW_is_lightable, 1181 KW_is_lightable,
1173 KW_tear_down, 1182 KW_tear_down,
1174 KW_run_away, 1183 KW_run_away,
1175 KW_NULL, // pass_thru 1184 KW_NULL, // pass_thru
1176 KW_NULL, // an_pass_thru 1185 KW_NULL, // an_pass_thru
1177 KW_pick_up, 1186 KW_pick_up,
1178 KW_unique, 1187 KW_unique,
1188 /* 50 */
1179 KW_no_drop, 1189 KW_no_drop,
1180 /* 50 */
1181 KW_NULL, // wizcast 1190 KW_NULL, // wizcast
1182 KW_can_cast_spell, 1191 KW_can_cast_spell,
1183 KW_can_use_scroll, 1192 KW_can_use_scroll,
1184 KW_can_use_range, 1193 KW_can_use_range,
1185 KW_can_use_bow, 1194 KW_can_use_bow,
1186 KW_can_use_armour, 1195 KW_can_use_armour,
1187 KW_can_use_weapon, 1196 KW_can_use_weapon,
1188 KW_can_use_ring, 1197 KW_can_use_ring,
1189 KW_has_ready_range, 1198 KW_has_ready_range,
1199 /* 60 */
1190 KW_has_ready_bow, 1200 KW_has_ready_bow,
1191 /* 60 */
1192 KW_xrays, 1201 KW_xrays,
1193 KW_NULL, 1202 KW_NULL,
1194 KW_is_floor, 1203 KW_is_floor,
1195 KW_lifesave, 1204 KW_lifesave,
1196 KW_no_strength, 1205 KW_no_strength,
1197 KW_sleep, 1206 KW_sleep,
1198 KW_stand_still, 1207 KW_stand_still,
1199 KW_random_move, 1208 KW_random_move,
1200 KW_only_attack, 1209 KW_only_attack,
1210 /* 70 */
1201 KW_confused, 1211 KW_confused,
1202 /* 70 */
1203 KW_stealth, 1212 KW_stealth,
1204 KW_NULL, 1213 KW_NULL,
1205 KW_NULL, 1214 KW_NULL,
1206 KW_cursed, 1215 KW_cursed,
1207 KW_damned, 1216 KW_damned,
1208 KW_see_anywhere, 1217 KW_see_anywhere,
1209 KW_known_magical, 1218 KW_known_magical,
1210 KW_known_cursed, 1219 KW_known_cursed,
1211 KW_can_use_skill, 1220 KW_can_use_skill,
1221 /* 80 */
1212 KW_been_applied, 1222 KW_been_applied,
1213 /* 80 */
1214 KW_has_ready_scroll, 1223 KW_has_ready_scroll,
1215 KW_can_use_rod, 1224 KW_can_use_rod,
1216 KW_precious, 1225 KW_precious,
1217 KW_can_use_horn, 1226 KW_can_use_horn,
1218 KW_make_invisible, 1227 KW_make_invisible,
1219 KW_inv_locked, 1228 KW_inv_locked,
1220 KW_is_wooded, 1229 KW_is_wooded,
1221 KW_is_hilly, 1230 KW_is_hilly,
1222 KW_has_ready_skill, 1231 KW_has_ready_skill,
1232 /* 90 */
1223 KW_has_ready_weapon, 1233 KW_has_ready_weapon,
1224 /* 90 */
1225 KW_no_skill_ident, 1234 KW_no_skill_ident,
1226 KW_is_blind, 1235 KW_is_blind,
1227 KW_can_see_in_dark, 1236 KW_can_see_in_dark,
1228 KW_is_cauldron, 1237 KW_is_cauldron,
1229 KW_NULL, 1238 KW_NULL,
1230 KW_no_steal, 1239 KW_no_steal,
1231 KW_one_hit, 1240 KW_one_hit,
1232 KW_NULL, 1241 KW_NULL,
1233 KW_berserk, 1242 KW_berserk,
1243 /* 100 */
1234 KW_neutral, 1244 KW_neutral,
1235 /* 100 */
1236 KW_no_attack, 1245 KW_no_attack,
1237 KW_no_damage, 1246 KW_no_damage,
1238 KW_obj_original, 1247 KW_obj_original,
1239 KW_NULL, 1248 KW_NULL,
1240 KW_activate_on_push, 1249 KW_activate_on_push,
1241 KW_activate_on_release, 1250 KW_activate_on_release,
1242 KW_is_water, 1251 KW_is_water,
1243 KW_use_content_on_gen, 1252 KW_use_content_on_gen,
1244 KW_NULL, 1253 KW_NULL,
1254 /* 110 */
1245 KW_is_buildable, 1255 KW_is_buildable,
1246 /* 110 */
1247 KW_destroy_on_death, 1256 KW_destroy_on_death,
1248 KW_NULL, 1257 KW_NULL,
1249 }; 1258 };
1250 1259
1251 int i; 1260 // obj_original is the only commonly differing flag between archetype
1261 // and object, so special-case it here to be able to skip the loop
1262 static const struct flagmask : object::flags_t
1263 {
1264 flagmask ()
1265 {
1266 for (int i = 0; i < NUM_FLAGS; i++)
1267 if (flag_names [i])
1268 set (i);
1269 }
1270 } flagmask;
1252 1271
1253 /* This saves the key/value lists. We do it first so that any 1272 /* This saves the key/value lists. We do it first so that any
1254 * keys that match field names will be overwritten by the loader. 1273 * keys that match field names will be overwritten by the loader.
1255 */ 1274 */
1256 for (key_value *my_field = op->key_values; my_field; my_field = my_field->next) 1275 for (key_value *kv = op->key_values; kv; kv = kv->next)
1257 { 1276 if (!arch->key_values || arch->kv (kv->key) != kv->value)
1258 /* Find the field in the opposing member. */ 1277 f.put (kv->key, kv->value);
1259 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1260 1278
1261 /* If there's no partnering field, or it's got a different value, save our field. */ 1279 if (op->uuid)
1262 if (!arch_field || my_field->value != arch_field->value)
1263 f.put (my_field->key, my_field->value);
1264 } 1280 {
1281 // highly optimised - this is often 25% of all data written
1282 char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
1283 char *ptr = cur;
1265 1284
1266 /* We don't need to worry about the arch's extra fields - they 1285 memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
1267 * will get taken care of the copy_to method. 1286 ptr += sizeof ("uuid ") - 1;
1268 */ 1287 ptr = op->uuid.append (ptr);
1288 *ptr++ = '\n';
1269 1289
1270 f.put (KW_uuid, op->uuid.c_str ()); 1290 f.alloc (ptr - cur);
1291 }
1271 1292
1272#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) 1293#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v)
1273#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) 1294#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v)
1274 1295
1275 if (object *owner = op->owner) 1296 CMP_OUT (x);
1276 f.put (KW_owner, static_cast<const char *>(owner->ref ())); 1297 CMP_OUT (y);
1298
1299 CMP_OUT (type);
1300 CMP_OUT (subtype);
1301 CMP_OUT (direction);
1277 1302
1278 CMP_OUT (name); 1303 CMP_OUT (name);
1279 CMP_OUT (name_pl); 1304 CMP_OUT (name_pl);
1280 CMP_OUT (custom_name); 1305
1306 CMP_OUT (speed);
1307 CMP_OUT (speed_left);
1308
1281 CMP_OUT (title); 1309 CMP_OUT (title);
1282 CMP_OUT (race); 1310 CMP_OUT (race);
1283 CMP_OUT (slaying); 1311 CMP_OUT (slaying);
1312 CMP_OUT (skill);
1313
1284 CMP_OUT (tag); 1314 CMP_OUT (tag);
1315 CMP_OUT (custom_name);
1316
1317 if (object *owner = op->owner)
1318 f.put (KW_owner, static_cast<const char *>(owner->ref ()));
1319
1320 // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
1321
1285 CMP_OUT (other_arch); 1322 CMP_OUT (other_arch);
1286 1323
1287 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); 1324 if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1288 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); 1325 if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore);
1289 1326
1290 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); 1327 if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1291 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); 1328 if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1292 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); 1329 if (op->sound_destroy != arch->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1293 1330
1294 if (op->animation_id != tmp->animation_id) 1331 if (op->animation_id != arch->animation_id)
1295 if (op->animation_id) 1332 if (op->has_anim ())
1333 f.put (KW_animation, op->anim ().name);
1334 else
1296 { 1335 {
1297 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1336 f.put (KW_animation, (const char *)0);
1298 1337 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1299 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1300 f.put (KW_is_animated, (sint32)0);
1301 } 1338 }
1302 else
1303 f.put (KW_animation, (const char *)0);
1304 1339
1305 CMP_OUT2 (str, stats.Str); 1340 CMP_OUT2 (str, stats.Str);
1306 CMP_OUT2 (dex, stats.Dex); 1341 CMP_OUT2 (dex, stats.Dex);
1307 CMP_OUT2 (con, stats.Con); 1342 CMP_OUT2 (con, stats.Con);
1308 CMP_OUT2 (wis, stats.Wis); 1343 CMP_OUT2 (wis, stats.Wis);
1317 CMP_OUT2 (grace, stats.grace); 1352 CMP_OUT2 (grace, stats.grace);
1318 CMP_OUT2 (maxgrace, stats.maxgrace); 1353 CMP_OUT2 (maxgrace, stats.maxgrace);
1319 CMP_OUT2 (exp, stats.exp); 1354 CMP_OUT2 (exp, stats.exp);
1320 1355
1321 CMP_OUT (perm_exp); 1356 CMP_OUT (perm_exp);
1322 CMP_OUT (expmul); 1357 //CMP_OUT (expmul);
1323 1358
1324 CMP_OUT2 (food, stats.food); 1359 CMP_OUT2 (food, stats.food);
1325 CMP_OUT2 (dam, stats.dam); 1360 CMP_OUT2 (dam, stats.dam);
1326 CMP_OUT2 (luck, stats.luck); 1361 CMP_OUT2 (luck, stats.luck);
1327 CMP_OUT2 (wc, stats.wc); 1362 CMP_OUT2 (wc, stats.wc);
1328 CMP_OUT2 (ac, stats.ac); 1363 CMP_OUT2 (ac, stats.ac);
1329 1364
1330 CMP_OUT (x);
1331 CMP_OUT (y);
1332 CMP_OUT (speed);
1333 CMP_OUT (speed_left);
1334 CMP_OUT2 (move_state, move_status); 1365 CMP_OUT2 (move_state, move_status);
1335 CMP_OUT (attack_movement); 1366 CMP_OUT (attack_movement);
1336 CMP_OUT (nrof); 1367 CMP_OUT (nrof);
1337 CMP_OUT (level); 1368 CMP_OUT (level);
1338 CMP_OUT (direction);
1339 CMP_OUT (type);
1340 CMP_OUT (subtype);
1341 CMP_OUT (attacktype); 1369 CMP_OUT (attacktype);
1342 1370
1371 // using memcmp here seems to be a loss - is gcc vectorising?
1343 for (i = 0; i < NROFATTACKS; i++) 1372 for (int i = 0; i < NROFATTACKS; i++)
1344 if (expect_false (op->resist[i] != tmp->resist[i])) 1373 if (expect_false (op->resist[i] != arch->resist[i]))
1345 f.put (resist_save[i], op->resist[i]); 1374 f.put (resist_save[i], op->resist[i]);
1346 1375
1347 CMP_OUT (path_attuned); 1376 CMP_OUT (path_attuned);
1348 CMP_OUT (path_repelled); 1377 CMP_OUT (path_repelled);
1349 CMP_OUT (path_denied); 1378 CMP_OUT (path_denied);
1379
1350 CMP_OUT2 (material, materials);//TODO: nuke 1380 CMP_OUT2 (material, materials);//TODO: nuke
1351 CMP_OUT (materialname); 1381 if (op->material != arch->material)
1382 f.put (KW_materialname, op->material->name);
1383
1352 CMP_OUT (value); 1384 CMP_OUT (value);
1353 CMP_OUT (carrying); 1385 CMP_OUT (carrying);
1354 CMP_OUT (weight); 1386 CMP_OUT (weight);
1355 CMP_OUT (invisible); 1387 CMP_OUT (invisible);
1356 CMP_OUT (state); 1388 CMP_OUT (state);
1359 CMP_OUT (last_sp); 1391 CMP_OUT (last_sp);
1360 CMP_OUT (last_grace); 1392 CMP_OUT (last_grace);
1361 CMP_OUT (last_eat); 1393 CMP_OUT (last_eat);
1362 CMP_OUT (glow_radius); 1394 CMP_OUT (glow_radius);
1363 1395
1364 if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) 1396 if (op->flag [FLAG_IS_LINKED])
1397 if (auto (ol, op->find_link ()))
1365 f.put (KW_connected, i); 1398 f.put (KW_connected, ol->id);
1366 1399
1367 CMP_OUT (randomitems); 1400 CMP_OUT (randomitems);
1368 CMP_OUT2 (container, weight_limit); 1401 CMP_OUT2 (container, weight_limit);
1369 1402
1370 CMP_OUT (run_away); 1403 CMP_OUT (run_away);
1371 CMP_OUT (pick_up); 1404 CMP_OUT (pick_up);
1372 CMP_OUT (will_apply); 1405 CMP_OUT (will_apply);
1373 CMP_OUT (smoothlevel); 1406 CMP_OUT (smoothlevel);
1374 CMP_OUT (weapontype); 1407 CMP_OUT (weapontype);
1375 CMP_OUT (tooltype);
1376 CMP_OUT (elevation);
1377 CMP_OUT (client_type); 1408 CMP_OUT (client_type);
1378 CMP_OUT (item_power); 1409 CMP_OUT (item_power);
1379 CMP_OUT (duration); 1410 CMP_OUT (duration);
1380 CMP_OUT (range); 1411 CMP_OUT (range);
1381 CMP_OUT (range_modifier); 1412 CMP_OUT (range_modifier);
1389 CMP_OUT (move_on); 1420 CMP_OUT (move_on);
1390 CMP_OUT (move_off); 1421 CMP_OUT (move_off);
1391 CMP_OUT (move_slow); 1422 CMP_OUT (move_slow);
1392 CMP_OUT (move_slow_penalty); 1423 CMP_OUT (move_slow_penalty);
1393 1424
1394 if (op->flag != tmp->flag) 1425 object::flags_t diff = (op->flag ^ arch->flag) & flagmask;
1426
1427 if (diff [FLAG_OBJ_ORIGINAL])
1428 f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0");
1429
1430 diff.reset (FLAG_OBJ_ORIGINAL);
1431
1432 // quickly test whether any other flags differ
1433 if (expect_true (diff.any ()))
1395 for (i = 0; i <= NUM_FLAGS; i++) 1434 for (int i = 0; i < NUM_FLAGS; i++)
1396 if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) 1435 if (expect_false (diff [i]))
1397 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1436 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1398 1437
1399 // save body locations 1438 // save body locations. gcc's memcmp does an abysmal job when used
1400 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1439 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1401 if (expect_false (op->slot[i].info != tmp->slot[i].info)) 1440 if (expect_false (op->slot[i].info != arch->slot[i].info))
1402 f.put (body_locations[i].save_name, op->slot[i].info); 1441 f.put (body_locations[i].save_name, op->slot[i].info);
1403} 1442}
1404 1443
1405/* 1444/*
1406 * Dumps all variables in an object to a file. 1445 * Dumps all variables in an object to a file.
1408 * the only place this is not set is when saving the player. 1447 * the only place this is not set is when saving the player.
1409 */ 1448 */
1410bool 1449bool
1411object::write (object_freezer &f) 1450object::write (object_freezer &f)
1412{ 1451{
1413 archetype *at = arch ? arch : archetype::empty; 1452 if (is_arch ())
1414 1453 {
1454 f.put (KW_object, arch->archname);
1455 write_diff (f, this, archetype::empty);
1456 }
1457 else
1458 {
1415 f.put (KW_arch, at->archname); 1459 f.put (KW_arch, arch->archname);
1416 write_diff (f, this, at); 1460 write_diff (f, this, arch);
1461 }
1417 1462
1418 for (object *tmp = inv; tmp; tmp = tmp->below) 1463 for (object *tmp = inv; tmp; tmp = tmp->below)
1419 tmp->write (f); 1464 tmp->write (f);
1420 1465
1421 f.put (this); 1466 f.put (this);

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