--- deliantra/server/common/loader.C 2008/05/03 11:14:50 1.114 +++ deliantra/server/common/loader.C 2009/11/10 04:38:45 1.144 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -29,6 +30,8 @@ extern archetype *loading_arch; +//+GPL + /* This table is only necessary to convert objects that existed before the * spell object conversion to the new object. It was not practical * to go through every mapping looking for every potion, rod, wand, etc @@ -259,7 +262,7 @@ { if (type >= NUM_TYPES) { - LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); + LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ()); type = 0; } @@ -271,7 +274,7 @@ case HORN: if (slot [body_range].info != -1) { - LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); + LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info); slot [body_range].info = -1; } break; @@ -279,7 +282,7 @@ case WEAPON: if (slot [body_combat].info != -1) { - LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); + LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); slot [body_combat].info = -1; } break; @@ -287,7 +290,7 @@ case SHIELD: if (slot [body_shield].info != -1) { - LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); + LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); slot [body_shield].info = -1; } break; @@ -295,19 +298,19 @@ case PLAYER: if (slot [body_shield].info != 1) { - LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); + LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); slot [body_shield].info = 1; } if (slot [body_combat].info != 1) { - LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); + LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); slot [body_combat].info = 1; } if (slot [body_range].info != 1) { - LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); + LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info); slot [body_range].info = 1; } break; @@ -329,8 +332,8 @@ name_pl = name; /* objects now have a materialname. try to patch it in */ - if (!(is_weapon () && level > 0)) - set_materialname (this, map ? map->difficulty : 5, 0); + if (material == &material_null && !(is_weapon () && level > 0)) + select_material (this, map ? map->difficulty : 5); /* only do these when program is first run - a bit * excessive to do this at every run - most of this is @@ -340,10 +343,10 @@ if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) { if (!skill) - LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); - else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || - (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) - LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); + LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); + else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) || + (skill == shstr_two_handed_weapons && slot[body_arm].info != -2)) + LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); } /* We changed last_heal to gen_sp_armour, which is what it @@ -359,7 +362,7 @@ { if (last_heal) { - LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); + LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); gen_sp_armour = last_heal; last_heal = 0; } @@ -370,7 +373,7 @@ if (!item_power && ip) { if (ip > 3) - LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); + LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip); item_power = ip; } @@ -387,27 +390,37 @@ #endif } - /* Old spellcasting object - need to load in the appropiate object */ - if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || + /* old style spellcasting object (pretty common) - need to load in the appropiate object */ + /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */ + if ((type == ROD + || type == WAND + || type == SCROLL + || type == HORN + || type == FIREWALL /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ - ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) + || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. + && !inv + && !loading_arch + && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here! + // TODO: at least one watchout-comments is redundant - investigate/remove { + // TODO: fix firewall object on map /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' * in that spell was stored in sp. */ - LOG (llevError, "old spellcasting object found: %s", debug_desc ()); + //LOG (llevError, "old spellcasting object found: %s", debug_desc ()); object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); insert_ob_in_ob (tmp, this); - randomitems = NULL; /* So another spell isn't created for this object */ + randomitems = 0; } /* spellbooks & runes use slaying. But not to arch name, but to spell name */ if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) { - LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); + LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ()); object *tmp = get_archetype_by_object_name (slaying); insert_ob_in_ob (tmp, this); - randomitems = NULL; /* So another spell isn't created for this object */ + randomitems = 0; /* So another spell isn't created for this object */ /* without this, value is all screwed up */ value = arch->value * inv->value; } @@ -416,7 +429,7 @@ { if (stats.hp > stats.maxhp) { - LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); + LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); stats.maxhp = stats.hp; } @@ -453,6 +466,19 @@ move_type = MOVE_WALK; } } + + // if the object has an animation, try to provide a default face + if (has_anim ()) + { + const animation &anim_ob = anim (); + + if (anim_speed) + // if this item is time-animated, force the last frame + animate_object (this, 0); + else if (flag [FLAG_MONSTER]) + // if it is a monster, set appropriate facing + animate_object (this, direction); + } } static void @@ -515,6 +541,8 @@ } } +//-GPL + #define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () bool @@ -552,11 +580,10 @@ case KW_tag: f.get_ornull (tag); break; case KW_arch: - { - object *tmp = object::read (f); - tmp->deactivate (); - + if (object *tmp = object::read (f)) { + tmp->deactivate (); + // was: insert_ob_in_ob (tmp, op); // but manually adding it can improve map loading times a lot // also, appending instead of prepending keeps the @@ -583,7 +610,9 @@ tmp->env = this; op_inv = tmp; } - } + else + LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n"); + continue; case KW_other_arch: @@ -609,7 +638,7 @@ const char *str = f.get_str (); if (str && (animation_id = find_animation (str))) - SET_FLAG (this, FLAG_ANIMATE); + SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here } break; @@ -698,7 +727,14 @@ case KW_state: f.get (state); break; case KW_move_slow_penalty: f.get (move_slow_penalty); break; case KW_material: f.get (materials); break; //TODO: nuke - case KW_materialname: f.get (materialname); break; + + case KW_materialname: + { + shstr sh; + f.get (sh); + material = name_to_material (sh); + } + break; /* These are the new values */ case KW_move_block: set_move (move_block, f.get_str ()); break; @@ -918,12 +954,14 @@ case KW_will_apply: f.get (will_apply); break; case KW_attack_movement: f.get (attack_movement); break; case KW_move_state: f.get (move_status); break; - case KW_expmul: f.get (expmul); break; + //case KW_expmul: f.get (expmul); break;//D declared const for the time being case KW_glow_radius: f.get (glow_radius); break; case KW_weapontype: f.get (weapontype); break; - case KW_tooltype: f.get (tooltype); break; case KW_casting_time: f.get (casting_time); break; - case KW_elevation: f.get (elevation); break; + + // elevation is deprecated + case KW_elevation: break; + case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break; case KW_client_type: f.get (client_type); break; case KW_duration: f.get (duration); break; @@ -952,7 +990,12 @@ break; case KW_connected: - add_button_link (this, map, f.get_sint32 ()); + { + shstr connected; + + f.get (connected); + add_link (map, connected); + } break; case KW_randomitems: @@ -964,7 +1007,10 @@ : treasurelist::find (f.get_str ()); if (!randomitems) - LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); + { + LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); + randomitems = treasurelist::get (shstr_none); // avoid crashes + } } else randomitems = 0; @@ -1033,7 +1079,7 @@ if (!arch) { LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); - arch = archetype::find ("earthwall"); + arch = archetype::find (shstr_earthwall); } assert (arch); //D maybe use exception handling of sorts? @@ -1047,7 +1093,7 @@ if (!op->parse_kv (f)) { - op->destroy (true); + op->destroy (); return 0; } @@ -1069,60 +1115,9 @@ return op->parse_kv (f); } -/* This returns a string of the integer movement type */ -#if 0 -// unused function -static char * -get_string_move_type (MoveType mt) -{ - static char retbuf[MAX_BUF], retbuf_all[MAX_BUF]; - int i, all_count = 0, count; - - strcpy (retbuf, ""); - strcpy (retbuf_all, " all"); - - /* Quick check, and probably fairly common */ - if (mt == MOVE_ALL) - return retbuf_all + 1; - if (mt == 0) - { - strcpy (retbuf, "0"); - return retbuf; - } - - /* We basically slide the bits down. Why look at MOVE_ALL? - * because we may want to return a string like 'all -swim', - * and if we just looked at mt, we couldn't get that. - */ - for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++) - { - if (mt & (1 << count)) - { - strcat (retbuf, " "); - strcat (retbuf, move_name[count]); - } - else - { - strcat (retbuf_all, " -"); - strcat (retbuf_all, move_name[count]); - all_count++; - } - } - /* Basically, if there is a single negation, return it, eg - * 'all -swim'. But more than that, just return the - * enumerated values. It doesn't make sense to return - * 'all -walk -fly_low' - it is shorter to return 'fly_high swim' - */ - if (all_count <= 1) - return retbuf_all + 1; - else - return retbuf + 1; -} -#endif - -// compare *op against *tmp and output differences +// compare *op against *arch and output differences static void -write_diff (object_freezer &f, object *op, object *tmp) +write_diff (object_freezer &f, object *op, object *arch) { static const keyword resist_save[NROFATTACKS] = { # define def(uc, lc, name, plus, change) KW_resist_ ## lc, @@ -1146,8 +1141,8 @@ KW_can_use_shield, KW_no_pick, KW_NULL, // walk_on - KW_NULL, // no_pass /* 10 */ + KW_NULL, // no_pass KW_is_animated, KW_NULL, // slow_move KW_NULL, // flying @@ -1157,8 +1152,8 @@ KW_is_thrown, KW_auto_apply, KW_treasure_env, - KW_player_sold, /* 20 */ + KW_player_sold, KW_see_invisible, KW_can_roll, KW_overlay_floor, @@ -1168,8 +1163,8 @@ KW_NULL, // fly_off KW_is_used_up, KW_identified, - KW_reflecting, /* 30 */ + KW_reflecting, KW_changing, KW_splitting, KW_hitback, @@ -1179,8 +1174,8 @@ KW_scared, KW_unaggressive, KW_reflect_missile, - KW_reflect_spell, /* 40 */ + KW_reflect_spell, KW_no_magic, KW_no_fix_player, KW_is_lightable, @@ -1190,8 +1185,8 @@ KW_NULL, // an_pass_thru KW_pick_up, KW_unique, - KW_no_drop, /* 50 */ + KW_no_drop, KW_NULL, // wizcast KW_can_cast_spell, KW_can_use_scroll, @@ -1201,8 +1196,8 @@ KW_can_use_weapon, KW_can_use_ring, KW_has_ready_range, - KW_has_ready_bow, /* 60 */ + KW_has_ready_bow, KW_xrays, KW_NULL, KW_is_floor, @@ -1212,8 +1207,8 @@ KW_stand_still, KW_random_move, KW_only_attack, - KW_confused, /* 70 */ + KW_confused, KW_stealth, KW_NULL, KW_NULL, @@ -1223,8 +1218,8 @@ KW_known_magical, KW_known_cursed, KW_can_use_skill, - KW_been_applied, /* 80 */ + KW_been_applied, KW_has_ready_scroll, KW_can_use_rod, KW_precious, @@ -1234,8 +1229,8 @@ KW_is_wooded, KW_is_hilly, KW_has_ready_skill, - KW_has_ready_weapon, /* 90 */ + KW_has_ready_weapon, KW_no_skill_ident, KW_is_blind, KW_can_see_in_dark, @@ -1245,8 +1240,8 @@ KW_one_hit, KW_NULL, KW_berserk, - KW_neutral, /* 100 */ + KW_neutral, KW_no_attack, KW_no_damage, KW_obj_original, @@ -1256,58 +1251,91 @@ KW_is_water, KW_use_content_on_gen, KW_NULL, - KW_is_buildable, /* 110 */ + KW_is_buildable, KW_destroy_on_death, KW_NULL, }; + // obj_original is the only commonly differing flag between archetype + // and object, so special-case it here to be able to skip the loop + static const struct flagmask : object::flags_t + { + flagmask () + { + for (int i = 0; i < NUM_FLAGS; i++) + if (flag_names [i]) + set (i); + } + } flagmask; + /* This saves the key/value lists. We do it first so that any * keys that match field names will be overwritten by the loader. */ for (key_value *kv = op->key_values; kv; kv = kv->next) - if (!tmp->key_values || tmp->kv (kv->key) != kv->value) + if (!arch->key_values || arch->kv (kv->key) != kv->value) f.put (kv->key, kv->value); - /* We don't need to worry about the arch's extra fields - they - * will get taken care of the copy_to method. - */ + if (op->uuid) + { + // highly optimised - this is often 25% of all data written + char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1); + char *ptr = cur; + + memcpy (ptr, "uuid ", sizeof ("uuid ") - 1); + ptr += sizeof ("uuid ") - 1; + ptr = op->uuid.append (ptr); + *ptr++ = '\n'; - f.put (KW_uuid, op->uuid.c_str ()); + f.alloc (ptr - cur); + } -#define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) -#define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) +#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW_ ## v, op->v) +#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW_ ## k, op->v) - if (object *owner = op->owner) - f.put (KW_owner, static_cast(owner->ref ())); + CMP_OUT (x); + CMP_OUT (y); + + CMP_OUT (type); + CMP_OUT (subtype); + CMP_OUT (direction); CMP_OUT (name); CMP_OUT (name_pl); - CMP_OUT (custom_name); + + CMP_OUT (speed); + CMP_OUT (speed_left); + CMP_OUT (title); CMP_OUT (race); - CMP_OUT (skill); CMP_OUT (slaying); + CMP_OUT (skill); + CMP_OUT (tag); - CMP_OUT (other_arch); + CMP_OUT (custom_name); - if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); - if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); + if (object *owner = op->owner) + f.put (KW_owner, static_cast(owner->ref ())); - if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); - if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); - if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); + // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved - if (op->animation_id != tmp->animation_id) - if (op->animation_id) - { - f.put (KW_animation, animations[GET_ANIM_ID (op)].name); + CMP_OUT (other_arch); - if (!QUERY_FLAG (op, FLAG_ANIMATE)) - f.put (KW_is_animated, (sint32)0); - } + if (op->msg != arch->msg ) f.put (KW_msg , KW_endmsg , op->msg ); + if (op->lore != arch->lore) f.put (KW_lore, KW_endlore, op->lore); + + if (op->face != arch->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); + if (op->sound != arch->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); + if (op->sound_destroy != arch->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); + + if (op->animation_id != arch->animation_id) + if (op->has_anim ()) + f.put (KW_animation, op->anim ().name); else - f.put (KW_animation, (const char *)0); + { + f.put (KW_animation, (const char *)0); + op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? + } CMP_OUT2 (str, stats.Str); CMP_OUT2 (dex, stats.Dex); @@ -1326,7 +1354,7 @@ CMP_OUT2 (exp, stats.exp); CMP_OUT (perm_exp); - CMP_OUT (expmul); + //CMP_OUT (expmul); CMP_OUT2 (food, stats.food); CMP_OUT2 (dam, stats.dam); @@ -1334,28 +1362,25 @@ CMP_OUT2 (wc, stats.wc); CMP_OUT2 (ac, stats.ac); - CMP_OUT (x); - CMP_OUT (y); - CMP_OUT (speed); - CMP_OUT (speed_left); CMP_OUT2 (move_state, move_status); CMP_OUT (attack_movement); CMP_OUT (nrof); CMP_OUT (level); - CMP_OUT (direction); - CMP_OUT (type); - CMP_OUT (subtype); CMP_OUT (attacktype); + // using memcmp here seems to be a loss - is gcc vectorising? for (int i = 0; i < NROFATTACKS; i++) - if (expect_false (op->resist[i] != tmp->resist[i])) + if (expect_false (op->resist[i] != arch->resist[i])) f.put (resist_save[i], op->resist[i]); CMP_OUT (path_attuned); CMP_OUT (path_repelled); CMP_OUT (path_denied); + CMP_OUT2 (material, materials);//TODO: nuke - CMP_OUT (materialname); + if (op->material != arch->material) + f.put (KW_materialname, op->material->name); + CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); @@ -1369,8 +1394,8 @@ CMP_OUT (glow_radius); if (op->flag [FLAG_IS_LINKED]) - if (int i = get_button_value (op)) - f.put (KW_connected, i); + if (auto (ol, op->find_link ())) + f.put (KW_connected, ol->id); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); @@ -1380,8 +1405,6 @@ CMP_OUT (will_apply); CMP_OUT (smoothlevel); CMP_OUT (weapontype); - CMP_OUT (tooltype); - CMP_OUT (elevation); CMP_OUT (client_type); CMP_OUT (item_power); CMP_OUT (duration); @@ -1399,14 +1422,22 @@ CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); - if (op->flag != tmp->flag) - for (int i = 0; i <= NUM_FLAGS; i++) - if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) + object::flags_t diff = (op->flag ^ arch->flag) & flagmask; + + if (diff [FLAG_OBJ_ORIGINAL]) + f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? "1" : "0"); + + diff.reset (FLAG_OBJ_ORIGINAL); + + // quickly test whether any other flags differ + if (expect_true (diff.any ())) + for (int i = 0; i < NUM_FLAGS; i++) + if (expect_false (diff [i])) f.put (flag_names [i], op->flag [i] ? "1" : "0"); - // save body locations + // save body locations. gcc's memcmp does an abysmal job when used for (int i = 0; i < NUM_BODY_LOCATIONS; i++) - if (expect_false (op->slot[i].info != tmp->slot[i].info)) + if (expect_false (op->slot[i].info != arch->slot[i].info)) f.put (body_locations[i].save_name, op->slot[i].info); } @@ -1418,10 +1449,16 @@ bool object::write (object_freezer &f) { - archetype *at = arch ? arch : archetype::empty; - - f.put (KW_arch, at->archname); - write_diff (f, this, at); + if (is_arch ()) + { + f.put (KW_object, arch->archname); + write_diff (f, this, archetype::empty); + } + else + { + f.put (KW_arch, arch->archname); + write_diff (f, this, arch); + } for (object *tmp = inv; tmp; tmp = tmp->below) tmp->write (f);