--- deliantra/server/common/loader.C 2006/12/12 21:39:56 1.22 +++ deliantra/server/common/loader.C 2009/11/11 23:27:56 1.148 @@ -1,38 +1,36 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program 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 2 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, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ - -/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. - sub/add_weight will transcend the environment updating the carrying - variable. */ - + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * 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 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 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 + */ #include #include -#include #include -/* Maps the MOVE_* values to names */ -static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL }; +///////////////////////////////////////////////////////////////////////////// + +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 @@ -172,7 +170,7 @@ "spell_disarm", /* 124 */ "spell_cure_confusion", /* 125 */ "spell_restoration", /* 126 */ - "was summon evil monster", /* 127 *//* Not implenented as nothing used it */ + "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */ "spell_counterwall", /* 128 */ "spell_cause_light_wounds", /* 129 */ "spell_cause_medium_wounds", /* 130 */ @@ -254,174 +252,252 @@ NULL }; -extern int arch_init; - /* This function checks the object after it has been loaded (when we * get the 'end' in the input stream). This function can be used to * deal with legacy objects where fields may have changed. It can also be used * to check for objects to make sure there are no common errors. */ -static void -check_loaded_object (object *op) +void +object::post_load_check () { - int ip; + if (type >= NUM_TYPES) + { + LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ()); + type = 0; + } + + switch (type) + { + case BOW: + case WAND: + case ROD: + case HORN: + if (slot [body_range].info != -1) + { + LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info); + slot [body_range].info = -1; + } + break; + + case WEAPON: + if (slot [body_combat].info != -1) + { + LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); + slot [body_combat].info = -1; + } + break; + + case SHIELD: + if (slot [body_shield].info != -1) + { + LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); + slot [body_shield].info = -1; + } + break; + + case PLAYER: + if (slot [body_shield].info != 1) + { + 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, "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, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info); + slot [body_range].info = 1; + } + break; + } - /* We do some specialized handling to handle legacy cases of name_pl. + /* We do some specialised handling to handle legacy cases of name_pl. * If the object doesn't have a name_pl, we just use the object name - - * this isn't perfect (things won't be properly pluralized), but works to + * this isn't perfect (things won't be properly pluralised), but works to * that degree (5 heart is still quite understandable). But the case we * also have to catch is if this object is not using the normal name for * the object. In that case, we also want to use the loaded name. * Otherwise, what happens is that the the plural name will lose * information (appear as just 'hearts' and not 'goblins heart') */ - if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) - op->name_pl = NULL; + if (arch && name != arch->object::name && name_pl == arch->object::name_pl) + name_pl = 0; - if (!op->name_pl) - op->name_pl = op->name; + if (!name_pl) + name_pl = name; /* objects now have a materialname. try to patch it in */ - if (!(IS_WEAPON (op) && op->level > 0)) - { - if (op->map != NULL) - set_materialname (op, op->map->difficulty, NULL); - else - set_materialname (op, 5, NULL); - } + 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 * really just to catch any errors - program will still run, but * not in the ideal fashion. */ - if ((op->type == WEAPON || op->type == BOW) && arch_init) + if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) { - if (!op->skill) - { - LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); - } - else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || - (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) - { - LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); - } + if (!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 * really does for many objects. Need to catch any in maps * that may have an old value. */ - if ((op->type == WEAPON) || - (op->type == ARMOUR) || (op->type == HELMET) || - (op->type == SHIELD) || (op->type == RING) || - (op->type == BOOTS) || (op->type == GLOVES) || - (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) + if (type == WEAPON + || type == ARMOUR || type == HELMET + || type == SHIELD || type == RING + || type == BOOTS || type == GLOVES + || type == AMULET || type == GIRDLE + || type == BRACERS || type == CLOAK) { - if (op->last_heal) + if (last_heal) { - LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); - op->gen_sp_armour = op->last_heal; - op->last_heal = 0; + 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; } - if (editor) - ip = 0; - else - ip = calc_item_power (op, 0); + + int ip = calc_item_power (this, 0); + /* Legacy objects from before item power was in the game */ - if (!op->item_power && ip) + if (!item_power && ip) { if (ip > 3) - { - LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); - } - op->item_power = ip; + LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip); + + item_power = ip; } + /* Check for possibly bogus values. Has to meet both these criteria - * something that has item_power 1 is probably just fine if our calculated * value is 1 or 2 - these values are small enough that hard to be precise. * similarly, it item_power is 0, the first check will always pass, * but not the second one. */ - if (ip > 2 * op->item_power && ip > (op->item_power + 3)) - { - LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); - } - +#if 0 //TODO + if (ip > 2 * item_power && ip > (item_power + 3)) + LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); +#endif } - /* Old spellcasting object - need to load in the appropiate object */ - if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->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 */ - ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) + || ((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 { - object *tmp; - - /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' + // 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. */ - tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); - insert_ob_in_ob (tmp, op); - op->randomitems = NULL; /* So another spell isn't created for this object */ + //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 = 0; } - /* spellbooks & runes use slaying. But not to arch name, but to spell name */ - if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) + /* spellbooks & runes use slaying. But not to arch name, but to spell name */ + if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) { - object *tmp; - - tmp = get_archetype_by_object_name (op->slaying); - insert_ob_in_ob (tmp, op); - op->randomitems = NULL; /* So another spell isn't created for this object */ + 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 = 0; /* So another spell isn't created for this object */ /* without this, value is all screwed up */ - op->value = op->arch->clone.value * op->inv->value; + value = arch->value * inv->value; } - if (QUERY_FLAG (op, FLAG_MONSTER)) + if (QUERY_FLAG (this, FLAG_MONSTER)) { - if (op->stats.hp > op->stats.maxhp) - LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); + if (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; + } /* The archs just need to be updated for this */ - if (op->move_type == 0) - op->move_type = MOVE_WALK; + if (move_type == 0) + move_type = MOVE_WALK; } - if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) - { - /* Object will duplicate it's content as part of the - * generation process. To do this, we must flag inventory - * so it remains unevaluated concerning the randomitems and - * the living (a demonlord shouldn't cast from inside generator!) - */ - flag_inv (op, FLAG_IS_A_TEMPLATE); - } + if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER) + /* Object will duplicate it's content as part of the + * generation process. To do this, we must flag inventory + * so it remains unevaluated concerning the randomitems and + * the living (a demonlord shouldn't cast from inside generator!) + */ + /* ??? this *should* be done elsewhere, e.g. after map loading etc. */ + flag_inv (this, FLAG_IS_A_TEMPLATE); - /* Handle player movers. We use move_type for player movers + /* Handle player movers. We use move_type for player movers * because they operate on their own time (move_on * would potentially cause them to be triggered when someone steps - * on them). If move_type is set, presume person knows what they + * on them). If move_type is set, presume person knows what they * are doing, otherwise, set move_type based on maxhp value. */ - if (op->type == PLAYERMOVER) + if (type == PLAYERMOVER) { - if (!op->move_type) + if (!move_type) { - if (op->stats.maxhp) + if (stats.maxhp) { - op->move_type = MOVE_ALL; - op->stats.maxhp = 0; + move_type = MOVE_ALL; + stats.maxhp = 0; } else - { - op->move_type = MOVE_WALK; - } + 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 -set_move (MoveType & mt, const char *str) +set_move (MoveType &mt, const char *str) { + static const struct flagstr { + const char *name; + MoveType flags; + } move_flags[] = { + { "walk" , MOVE_WALK }, + { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH }, + { "fly_low" , MOVE_FLY_LOW }, + { "fly_high", MOVE_FLY_HIGH }, + { "swim" , MOVE_SWIM }, + { "boat" , MOVE_BOAT }, + { "ship" , MOVE_SHIP }, + { "all" , MOVE_ALL }, + }; + if (!str) { mt = 0; @@ -438,296 +514,243 @@ for (str = strtok ((char *) str, " "); str; str = strtok (0, " ")) { - if (!strcasecmp (str, "all")) - mt |= MOVE_ALL; - else - { - int i, negate = 0; - - if (*str == '-') - { - negate = 1; - str++; - } + bool negate = 0; - for (i = 0; move_name[i]; i++) - { - if (!strcasecmp (move_name[i], str)) - { - if (negate) - mt &= ~(1 << i); - else - mt |= (1 << i); - - break; - } - } + if (*str == '-') + { + negate = 1; + str++; + } - if (!move_name[i]) + for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f) + { + if (!strcmp (f->name, str)) { - /* fly is a special case - covers both fly_low and - * fly_high - since it doesn't match to a specific - * single bit, have to special case it. - */ - if (!strcasecmp (str, "flying")) - { - if (negate) - mt &= ~MOVE_FLYING; - else - mt |= MOVE_FLYING; - } + if (negate) + mt &= ~f->flags; else - LOG (llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str); + mt |= f->flags; + + goto next; } } + + LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str); + +next: ; } } -#define GET_FLAG(op,flag) \ - if (thawer.get_sint32 ()) \ - SET_FLAG (op, flag); \ - else \ - CLEAR_FLAG (op, flag) \ +//-GPL -int -parse_object (object *op, object_thawer & thawer, int map_flags) +#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () + +bool +object::parse_kv (object_thawer &f) { - bool ismore = 0; - object *op_inv = op->inv; + object *op_inv = inv; + key_value *last_kv = key_values; for (;;) { - keyword kw = thawer.get_kv (); - - switch (kw) + switch (f.kw) { - case KW_Object: // uppercase alias - case KW_object: - thawer.get (op->name); - - if (op->arch != NULL) - op->arch->name = op->name; + case KW_uuid: + if (const char *s = f.get_str ()) + if (!uuid.parse (s)) + { + f.parse_warn ("unparseable uuid"); + uuid = UUID::gen (); + } + break; + case KW_oid: + f.get (this, f.get_sint32 ()); break; - case KW_uuid: - if (const char *s = thawer.get_str ()) + case KW_name: f.get (name); break; + case KW_name_pl: f.get (name_pl); break; + case KW_title: f.get (title); break; + case KW_custom_name: f.get (custom_name); break; + + case KW_attach: f.get_ornull (attach); break; + case KW_skill: f.get_ornull (skill); break; + case KW_race: f.get_ornull (race); break; + case KW_slaying: f.get_ornull (slaying); break; + case KW_tag: f.get_ornull (tag); break; + + case KW_arch: + if (object *tmp = object::read (f)) { - unsigned int version; - unsigned long long seq; + 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 + // save ordering the same between repeated load/saves. + // and finally we do not want any funny effects + CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); + CLEAR_FLAG (tmp, FLAG_REMOVED); - if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1) + if (!op_inv) { - op->uuid.seq = seq; - break; + inv = tmp; + tmp->above = 0; } - } - - op->uuid = gen_uuid (); - break; + else + { + while (op_inv->below) + op_inv = op_inv->below; - case KW_oid: - thawer.get (op, thawer.get_sint32 ()); - break; + op_inv->below = tmp; + tmp->above = op_inv; + } - case KW_name: thawer.get (op->name); break; - case KW_name_pl: thawer.get (op->name_pl); break; - case KW_title: thawer.get (op->title); break; - case KW_custom_name: thawer.get (op->custom_name); break; - - case KW_attach: thawer.get_ornull (op->attach); break; - case KW_skill: thawer.get_ornull (op->skill); break; - case KW_race: thawer.get_ornull (op->race); break; - case KW_slaying: thawer.get_ornull (op->slaying); break; + tmp->below = 0; + tmp->env = this; + op_inv = tmp; + } + else + LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n"); - case KW_arch: - { - const char *str = thawer.get_str (); + continue; - if (op->arch) - { - /* If op->arch has been set, then this new object - * must be part of the inventory. So process - * appropriately. - */ - archetype *arch = archetype::find (str); - - object *tmp; - - if (arch != NULL) - tmp = arch_to_object (arch); - else - { - tmp = object::create (); - /* record the name of the broken object */ - tmp->name = str; - } - - parse_object (tmp, thawer, map_flags); - - if (tmp->arch) - { - // 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 - // save ordering the same between repeated load/saves. - CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG (tmp, FLAG_REMOVED); - - if (!op_inv) - { - op->inv = tmp; - tmp->above = 0; - } - else - { - while (op_inv->below) - op_inv = op_inv->below; - - op_inv->below = tmp; - tmp->above = op_inv; - } - - tmp->below = 0; - tmp->env = op; - op_inv = tmp; - } - else - { - LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)"); - tmp->destroy (); - } - } - else - { - /* This is the actual archetype definition then */ - op->arch = archetype::find (str); + case KW_other_arch: + if (loading_arch == this) + archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); + else + { + other_arch = archetype::find (f.get_str ()); - if (op->arch) - op->arch->clone.copy_to (op); - else if (!arch_init) - /* record the name of the broken object */ - op->name = str; - } - } + if (!other_arch) + f.parse_warn (format ("%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ())); + } break; - case KW_other_arch: - op->other_arch = archetype::find (thawer.get_str ()); + case KW_owner: + f.delayed_deref (this, owner, f.get_str ()); break; case KW_animation: { - const char *str = thawer.get_str (); + CLEAR_FLAG (this, FLAG_ANIMATE); + animation_id = 0; - if (!str) - { - op->animation_id = 0; - CLEAR_FLAG (op, FLAG_ANIMATE); - } - else - { - op->animation_id = find_animation (str); - SET_FLAG (op, FLAG_ANIMATE); - } + const char *str = f.get_str (); + if (str && (animation_id = find_animation (str))) + SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here } - break; - case KW_last_heal: thawer.get (op->last_heal); break; - case KW_last_sp: thawer.get (op->last_sp); break; - case KW_last_grace: thawer.get (op->last_grace); break; - case KW_last_eat: thawer.get (op->last_eat); break; - case KW_speed_left: thawer.get (op->speed_left); break; + case KW_last_heal: f.get (last_heal); break; + case KW_last_sp: f.get (last_sp); break; + case KW_last_grace: f.get (last_grace); break; + case KW_last_eat: f.get (last_eat); break; + case KW_speed_left: f.get (speed_left); break; case KW_speed: - thawer.get (op->speed); + f.get (speed); //TODO: maybe do in check_object - if (!(map_flags & MAP_STYLE)) - { - if (op->speed < 0) - op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; - - update_ob_speed (op); - } + // removed check for style maps + if (speed < 0) + speed_left = speed_left - rndm (); break; case KW_slow_move: - op->move_slow |= MOVE_WALK; - thawer.get (op->move_slow_penalty); + move_slow |= MOVE_WALK; + f.get (move_slow_penalty); break; case KW_face: - op->face = &new_faces[FindFace (thawer.get_str (), 0)]; + face = face_find (f.get_str ()); break; - case KW_x: thawer.get (op->x); break; - case KW_y: thawer.get (op->y); break; + case KW_sound: + sound = sound_find (f.get_str ()); + if (!sound) + f.parse_warn ("sound not found"); + break; + + case KW_sound_destroy: + sound_destroy = sound_find (f.get_str ()); + if (!sound_destroy) + f.parse_warn ("sound not found"); + break; + + case KW_x: f.get (x); break; + case KW_y: f.get (y); break; case KW_Str: // uppercase alias - case KW_str: thawer.get (op->stats.Str); break; + case KW_str: f.get (stats.Str); break; case KW_Dex: // uppercase alias - case KW_dex: thawer.get (op->stats.Dex); break; + case KW_dex: f.get (stats.Dex); break; case KW_Con: // uppercase alias - case KW_con: thawer.get (op->stats.Con); break; + case KW_con: f.get (stats.Con); break; case KW_Wis: // uppercase alias - case KW_wis: thawer.get (op->stats.Wis); break; + case KW_wis: f.get (stats.Wis); break; case KW_Cha: // uppercase alias - case KW_cha: thawer.get (op->stats.Cha); break; + case KW_cha: f.get (stats.Cha); break; case KW_Int: // uppercase alias - case KW_int: thawer.get (op->stats.Int); break; + case KW_int: f.get (stats.Int); break; case KW_Pow: // uppercase alias - case KW_pow: thawer.get (op->stats.Pow); break; + case KW_pow: f.get (stats.Pow); break; + + case KW_hp: f.get (stats.hp); break; + case KW_maxhp: f.get (stats.maxhp); break; + case KW_sp: f.get (stats.sp); break; + case KW_maxsp: f.get (stats.maxsp); break; + case KW_grace: f.get (stats.grace); break; + case KW_maxgrace: f.get (stats.maxgrace); break; + + case KW_exp: f.get (stats.exp); break; + case KW_perm_exp: f.get (perm_exp); break; + case KW_food: f.get (stats.food); break; + case KW_dam: f.get (stats.dam); break; + case KW_wc: f.get (stats.wc); break; + case KW_ac: f.get (stats.ac); break; + case KW_nrof: f.get (nrof); break; + case KW_level: f.get (level); break; + case KW_direction: f.get (direction); break; + case KW_type: f.get (type); break; + case KW_subtype: f.get (subtype); break; + case KW_value: f.get (value); break; + case KW_weight: f.get (weight); break; + case KW_carrying: f.get (carrying); break; + case KW_attacktype: f.get (attacktype); break; + case KW_path_attuned: f.get (path_attuned); break; + case KW_path_repelled: f.get (path_repelled); break; + case KW_path_denied: f.get (path_denied); break; + case KW_invisible: f.get (invisible); break; + case KW_magic: f.get (magic); break; + 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_hp: thawer.get (op->stats.hp); break; - case KW_maxhp: thawer.get (op->stats.maxhp); break; - case KW_sp: thawer.get (op->stats.sp); break; - case KW_maxsp: thawer.get (op->stats.maxsp); break; - case KW_grace: thawer.get (op->stats.grace); break; - case KW_maxgrace: thawer.get (op->stats.maxgrace); break; - - case KW_exp: thawer.get (op->stats.exp); break; - case KW_perm_exp: thawer.get (op->perm_exp); break; - case KW_food: thawer.get (op->stats.food); break; - case KW_dam: thawer.get (op->stats.dam); break; - case KW_wc: thawer.get (op->stats.wc); break; - case KW_ac: thawer.get (op->stats.ac); break; - case KW_nrof: thawer.get (op->nrof); break; - case KW_level: thawer.get (op->level); break; - case KW_direction: thawer.get (op->direction); break; - case KW_type: thawer.get (op->type); break; - case KW_subtype: thawer.get (op->subtype); break; - case KW_value: thawer.get (op->value); break; - case KW_weight: thawer.get (op->weight); break; - case KW_carrying: thawer.get (op->carrying); break; - case KW_attacktype: thawer.get (op->attacktype); break; - case KW_path_attuned: thawer.get (op->path_attuned); break; - case KW_path_repelled: thawer.get (op->path_repelled); break; - case KW_path_denied: thawer.get (op->path_denied); break; - case KW_invisible: thawer.get (op->invisible); break; - case KW_magic: thawer.get (op->magic); break; - case KW_state: thawer.get (op->state); break; - case KW_move_slow_penalty: thawer.get (op->move_slow_penalty); break; - case KW_material: thawer.get (op->material); break; - case KW_materialname: thawer.get (op->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 (op->move_block, thawer.get_str ()); break; - case KW_move_allow: set_move (op->move_allow, thawer.get_str ()); break; - case KW_move_type: set_move (op->move_type, thawer.get_str ()); break; - case KW_move_on: set_move (op->move_on, thawer.get_str ()); break; - case KW_move_off: set_move (op->move_off, thawer.get_str ()); break; - case KW_move_slow: set_move (op->move_slow, thawer.get_str ()); break; + case KW_move_block: set_move (move_block, f.get_str ()); break; + case KW_move_allow: set_move (move_allow, f.get_str ()); break; + case KW_move_type: set_move (move_type, f.get_str ()); break; + case KW_move_on: set_move (move_on, f.get_str ()); break; + case KW_move_off: set_move (move_off, f.get_str ()); break; + case KW_move_slow: set_move (move_slow, f.get_str ()); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_no_pass: { - if (thawer.get_sint32 ()) - op->move_block = MOVE_ALL; + if (f.get_sint32 ()) + move_block = MOVE_ALL; else - op->move_block = 0; + move_block = 0; } break; @@ -735,10 +758,10 @@ /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_on: { - if (thawer.get_sint32 ()) - op->move_on |= MOVE_WALK; + if (f.get_sint32 ()) + move_on |= MOVE_WALK; else - op->move_on &= ~MOVE_WALK; + move_on &= ~MOVE_WALK; } break; @@ -746,333 +769,336 @@ /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_off: { - if (thawer.get_sint32 ()) - op->move_off |= MOVE_WALK; + if (f.get_sint32 ()) + move_off |= MOVE_WALK; else - op->move_off &= ~MOVE_WALK; + move_off &= ~MOVE_WALK; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_on: { - if (thawer.get_sint32 ()) - op->move_on |= MOVE_FLY_LOW; + if (f.get_sint32 ()) + move_on |= MOVE_FLY_LOW; else - op->move_on &= ~MOVE_FLY_LOW; + move_on &= ~MOVE_FLY_LOW; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_off: { - if (thawer.get_sint32 ()) - op->move_off |= MOVE_FLY_LOW; + if (f.get_sint32 ()) + move_off |= MOVE_FLY_LOW; else - op->move_off &= ~MOVE_FLY_LOW; + move_off &= ~MOVE_FLY_LOW; } break; //TODO: remove these after converting archetypes case KW_can_use_wand: - GET_FLAG (op, FLAG_USE_RANGE); + GET_FLAG (this, FLAG_USE_RANGE); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_flying: { - if (thawer.get_sint32 ()) - op->move_type |= MOVE_FLY_LOW; + if (f.get_sint32 ()) + move_type |= MOVE_FLY_LOW; else - op->move_type &= ~MOVE_FLY_LOW; + move_type &= ~MOVE_FLY_LOW; } break; case KW_identified: - GET_FLAG (op, FLAG_IDENTIFIED); + GET_FLAG (this, FLAG_IDENTIFIED); //TODO: move to check_object or so - if (QUERY_FLAG (op, FLAG_IDENTIFIED)) - CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); + if (QUERY_FLAG (this, FLAG_IDENTIFIED)) + CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); break; - case KW_wiz: - GET_FLAG (op, FLAG_WIZ); - //TODO: move to check_object - if (QUERY_FLAG (op, FLAG_WIZ)) - { - SET_FLAG (op, FLAG_WAS_WIZ); - SET_FLAG (op, FLAG_WIZPASS); - SET_FLAG (op, FLAG_WIZCAST); - } - else - { - CLEAR_FLAG (op, FLAG_WIZPASS); - CLEAR_FLAG (op, FLAG_WIZCAST); - } - break; - case KW_friendly: - GET_FLAG (op, FLAG_FRIENDLY); - //TODO: move to check_object or so - if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY)) - add_friendly_object (op); - break; - - case KW_monster: GET_FLAG (op, FLAG_MONSTER); break; - case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break; - case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break; - case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; - case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; - case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; - case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; - case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; - case KW_treasure: GET_FLAG (op, FLAG_TREASURE); break; - case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; - case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break; - case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break; - case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break; - case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break; - case KW_alive: GET_FLAG (op, FLAG_ALIVE); break; - case KW_applied: GET_FLAG (op, FLAG_APPLIED); break; - case KW_unpaid: GET_FLAG (op, FLAG_UNPAID); break; - case KW_is_animated: GET_FLAG (op, FLAG_ANIMATE); break; - case KW_no_pick: GET_FLAG (op, FLAG_NO_PICK); break; - case KW_reflecting: GET_FLAG (op, FLAG_REFLECTING); break; - case KW_changing: GET_FLAG (op, FLAG_CHANGING); break; - case KW_splitting: GET_FLAG (op, FLAG_SPLITTING); break; - case KW_hitback: GET_FLAG (op, FLAG_HITBACK); break; - case KW_startequip: GET_FLAG (op, FLAG_STARTEQUIP); break; - case KW_blocksview: GET_FLAG (op, FLAG_BLOCKSVIEW); break; - case KW_undead: GET_FLAG (op, FLAG_UNDEAD); break; - case KW_scared: GET_FLAG (op, FLAG_SCARED); break; - case KW_unaggressive: GET_FLAG (op, FLAG_UNAGGRESSIVE); break; - case KW_reflect_missile: GET_FLAG (op, FLAG_REFL_MISSILE); break; - case KW_reflect_spell: GET_FLAG (op, FLAG_REFL_SPELL); break; - case KW_no_magic: GET_FLAG (op, FLAG_NO_MAGIC); break; - case KW_no_drop: GET_FLAG (op, FLAG_NO_DROP); break; - case KW_random_movement: GET_FLAG (op, FLAG_RANDOM_MOVE); break; - case KW_was_wiz: GET_FLAG (op, FLAG_WAS_WIZ); break; - case KW_no_fix_player: GET_FLAG (op, FLAG_NO_FIX_PLAYER); break; - case KW_is_lightable: GET_FLAG (op, FLAG_IS_LIGHTABLE); break; - case KW_tear_down: GET_FLAG (op, FLAG_TEAR_DOWN); break; - case KW_can_use_shield: GET_FLAG (op, FLAG_USE_SHIELD); break; - case KW_can_cast_spell: GET_FLAG (op, FLAG_CAST_SPELL); break; - case KW_can_use_scroll: GET_FLAG (op, FLAG_USE_SCROLL); break; - case KW_can_use_range: GET_FLAG (op, FLAG_USE_RANGE); break; - case KW_can_use_bow: GET_FLAG (op, FLAG_USE_BOW); break; - case KW_can_use_armour: GET_FLAG (op, FLAG_USE_ARMOUR); break; - case KW_can_use_weapon: GET_FLAG (op, FLAG_USE_WEAPON); break; - case KW_can_use_ring: GET_FLAG (op, FLAG_USE_RING); break; - case KW_has_ready_bow: GET_FLAG (op, FLAG_READY_BOW); break; - case KW_has_ready_range: GET_FLAG (op, FLAG_READY_RANGE); break; - case KW_xrays: GET_FLAG (op, FLAG_XRAYS); break; - case KW_is_floor: GET_FLAG (op, FLAG_IS_FLOOR); break; - case KW_lifesave: GET_FLAG (op, FLAG_LIFESAVE); break; - case KW_no_strength: GET_FLAG (op, FLAG_NO_STRENGTH); break; - case KW_sleep: GET_FLAG (op, FLAG_SLEEP); break; - case KW_stand_still: GET_FLAG (op, FLAG_STAND_STILL); break; - case KW_random_move: GET_FLAG (op, FLAG_RANDOM_MOVE); break; - case KW_only_attack: GET_FLAG (op, FLAG_ONLY_ATTACK); break; - case KW_activate_on_push: GET_FLAG (op, FLAG_ACTIVATE_ON_PUSH); break; - case KW_activate_on_release: GET_FLAG (op, FLAG_ACTIVATE_ON_RELEASE); break; - case KW_confused: GET_FLAG (op, FLAG_CONFUSED); break; - case KW_stealth: GET_FLAG (op, FLAG_STEALTH); break; - case KW_cursed: GET_FLAG (op, FLAG_CURSED); break; - case KW_damned: GET_FLAG (op, FLAG_DAMNED); break; - case KW_see_anywhere: GET_FLAG (op, FLAG_SEE_ANYWHERE); break; - case KW_known_magical: GET_FLAG (op, FLAG_KNOWN_MAGICAL); break; - case KW_known_cursed: GET_FLAG (op, FLAG_KNOWN_CURSED); break; - case KW_can_use_skill: GET_FLAG (op, FLAG_CAN_USE_SKILL); break; - case KW_been_applied: GET_FLAG (op, FLAG_BEEN_APPLIED); break; - case KW_has_ready_scroll: GET_FLAG (op, FLAG_READY_SCROLL); break; - case KW_can_use_rod: GET_FLAG (op, FLAG_USE_ROD); break; - case KW_can_use_horn: GET_FLAG (op, FLAG_USE_HORN); break; - case KW_unique: GET_FLAG (op, FLAG_UNIQUE); break; - case KW_make_invisible: GET_FLAG (op, FLAG_MAKE_INVIS); break; - case KW_inv_locked: GET_FLAG (op, FLAG_INV_LOCKED); break; - case KW_is_wooded: GET_FLAG (op, FLAG_IS_WOODED); break; - case KW_is_hilly: GET_FLAG (op, FLAG_IS_HILLY); break; - case KW_is_water: GET_FLAG (op, FLAG_IS_WATER); break; - case KW_has_ready_skill: GET_FLAG (op, FLAG_READY_SKILL); break; - case KW_has_ready_weapon: GET_FLAG (op, FLAG_READY_WEAPON); break; - case KW_no_skill_ident: GET_FLAG (op, FLAG_NO_SKILL_IDENT); break; - case KW_is_blind: GET_FLAG (op, FLAG_BLIND); break; - case KW_can_see_in_dark: GET_FLAG (op, FLAG_SEE_IN_DARK); break; - case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; - case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; - case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; - case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; - case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; - - case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; - case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; - case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; - case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; - case KW_resist_electricity: thawer.get (op->resist[ATNR_ELECTRICITY]); break; - case KW_resist_cold: thawer.get (op->resist[ATNR_COLD]); break; - case KW_resist_confusion: thawer.get (op->resist[ATNR_CONFUSION]); break; - case KW_resist_acid: thawer.get (op->resist[ATNR_ACID]); break; - case KW_resist_drain: thawer.get (op->resist[ATNR_DRAIN]); break; - case KW_resist_weaponmagic: thawer.get (op->resist[ATNR_WEAPONMAGIC]); break; - case KW_resist_ghosthit: thawer.get (op->resist[ATNR_GHOSTHIT]); break; - case KW_resist_poison: thawer.get (op->resist[ATNR_POISON]); break; - case KW_resist_slow: thawer.get (op->resist[ATNR_SLOW]); break; - case KW_resist_paralyze: thawer.get (op->resist[ATNR_PARALYZE]); break; - case KW_resist_turn_undead: thawer.get (op->resist[ATNR_TURN_UNDEAD]); break; - case KW_resist_fear: thawer.get (op->resist[ATNR_FEAR]); break; - case KW_resist_cancellation: thawer.get (op->resist[ATNR_CANCELLATION]); break; - case KW_resist_deplete: thawer.get (op->resist[ATNR_DEPLETE]); break; - case KW_resist_death: thawer.get (op->resist[ATNR_DEATH]); break; - case KW_resist_chaos: thawer.get (op->resist[ATNR_CHAOS]); break; - case KW_resist_counterspell: thawer.get (op->resist[ATNR_COUNTERSPELL]); break; - case KW_resist_godpower: thawer.get (op->resist[ATNR_GODPOWER]); break; - case KW_resist_holyword: thawer.get (op->resist[ATNR_HOLYWORD]); break; - case KW_resist_blind: thawer.get (op->resist[ATNR_BLIND]); break; - case KW_resist_internal: thawer.get (op->resist[ATNR_INTERNAL]); break; - case KW_resist_life_stealing: thawer.get (op->resist[ATNR_LIFE_STEALING]); break; - case KW_resist_disease: thawer.get (op->resist[ATNR_DISEASE]); break; - - case KW_luck: thawer.get (op->stats.luck); break; - case KW_run_away: thawer.get (op->run_away); break; - case KW_pick_up: thawer.get (op->pick_up); break; - case KW_item_power: thawer.get (op->item_power); break; - case KW_gen_sp_armour: thawer.get (op->gen_sp_armour); break; - case KW_anim_speed: thawer.get (op->anim_speed); break; - case KW_container: thawer.get (op->weight_limit); break; - case KW_will_apply: thawer.get (op->will_apply); break; - case KW_attack_movement: thawer.get (op->attack_movement); break; - case KW_move_state: thawer.get (op->move_status); break; - case KW_expmul: thawer.get (op->expmul); break; - case KW_glow_radius: thawer.get (op->glow_radius); break; - case KW_weapontype: thawer.get (op->weapontype); break; - case KW_tooltype: thawer.get (op->tooltype); break; - case KW_casting_time: thawer.get (op->casting_time); break; - case KW_elevation: thawer.get (op->elevation); break; - case KW_smoothlevel: thawer.get (op->smoothlevel); break; - case KW_client_type: thawer.get (op->client_type); break; - case KW_duration: thawer.get (op->duration); break; - case KW_range: thawer.get (op->range); break; - case KW_range_modifier: thawer.get (op->range_modifier); break; - case KW_dam_modifier: thawer.get (op->dam_modifier); break; - case KW_duration_modifier: thawer.get (op->duration_modifier); break; + if (f.get_bool ()) + if (type != PLAYER) + add_friendly_object (this); + + break; + + case KW_monster: GET_FLAG (this, FLAG_MONSTER); break; + case KW_neutral: GET_FLAG (this, FLAG_NEUTRAL); break; + case KW_no_attack: GET_FLAG (this, FLAG_NO_ATTACK); break; + case KW_no_damage: GET_FLAG (this, FLAG_NO_DAMAGE); break; + case KW_obj_original: GET_FLAG (this, FLAG_OBJ_ORIGINAL); break; + case KW_generator: GET_FLAG (this, FLAG_GENERATOR); break; + case KW_use_content_on_gen: GET_FLAG (this, FLAG_CONTENT_ON_GEN); break; + case KW_is_thrown: GET_FLAG (this, FLAG_IS_THROWN); break; + case KW_auto_apply: GET_FLAG (this, FLAG_AUTO_APPLY); break; + case KW_see_invisible: GET_FLAG (this, FLAG_SEE_INVISIBLE); break; + case KW_can_roll: GET_FLAG (this, FLAG_CAN_ROLL); break; + case KW_overlay_floor: GET_FLAG (this, FLAG_OVERLAY_FLOOR); break; + case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break; + case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break; + case KW_alive: GET_FLAG (this, FLAG_ALIVE); break; + case KW_applied: GET_FLAG (this, FLAG_APPLIED); break; + case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break; + case KW_player_sold: GET_FLAG (this, FLAG_PLAYER_SOLD); break; + case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break; + case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break; + case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break; + case KW_changing: GET_FLAG (this, FLAG_CHANGING); break; + case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break; + case KW_hitback: GET_FLAG (this, FLAG_HITBACK); break; + case KW_startequip: GET_FLAG (this, FLAG_STARTEQUIP); break; + case KW_blocksview: GET_FLAG (this, FLAG_BLOCKSVIEW); break; + case KW_undead: GET_FLAG (this, FLAG_UNDEAD); break; + case KW_scared: GET_FLAG (this, FLAG_SCARED); break; + case KW_unaggressive: GET_FLAG (this, FLAG_UNAGGRESSIVE); break; + case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; + case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; + case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; + case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; + case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; + case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; + case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; + case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; + case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; + case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break; + case KW_can_use_range: GET_FLAG (this, FLAG_USE_RANGE); break; + case KW_can_use_bow: GET_FLAG (this, FLAG_USE_BOW); break; + case KW_can_use_armour: GET_FLAG (this, FLAG_USE_ARMOUR); break; + case KW_can_use_weapon: GET_FLAG (this, FLAG_USE_WEAPON); break; + case KW_can_use_ring: GET_FLAG (this, FLAG_USE_RING); break; + case KW_has_ready_bow: GET_FLAG (this, FLAG_READY_BOW); break; + case KW_has_ready_range: GET_FLAG (this, FLAG_READY_RANGE); break; + case KW_xrays: GET_FLAG (this, FLAG_XRAYS); break; + case KW_is_floor: GET_FLAG (this, FLAG_IS_FLOOR); break; + case KW_lifesave: GET_FLAG (this, FLAG_LIFESAVE); break; + case KW_no_strength: GET_FLAG (this, FLAG_NO_STRENGTH); break; + case KW_sleep: GET_FLAG (this, FLAG_SLEEP); break; + case KW_stand_still: GET_FLAG (this, FLAG_STAND_STILL); break; + case KW_random_move: GET_FLAG (this, FLAG_RANDOM_MOVE); break; + case KW_only_attack: GET_FLAG (this, FLAG_ONLY_ATTACK); break; + case KW_activate_on_push: GET_FLAG (this, FLAG_ACTIVATE_ON_PUSH); break; + case KW_activate_on_release: GET_FLAG (this, FLAG_ACTIVATE_ON_RELEASE); break; + case KW_confused: GET_FLAG (this, FLAG_CONFUSED); break; + case KW_stealth: GET_FLAG (this, FLAG_STEALTH); break; + case KW_cursed: GET_FLAG (this, FLAG_CURSED); break; + case KW_damned: GET_FLAG (this, FLAG_DAMNED); break; + case KW_see_anywhere: GET_FLAG (this, FLAG_SEE_ANYWHERE); break; + case KW_known_magical: GET_FLAG (this, FLAG_KNOWN_MAGICAL); break; + case KW_known_cursed: GET_FLAG (this, FLAG_KNOWN_CURSED); break; + case KW_can_use_skill: GET_FLAG (this, FLAG_CAN_USE_SKILL); break; + case KW_been_applied: GET_FLAG (this, FLAG_BEEN_APPLIED); break; + case KW_has_ready_scroll: GET_FLAG (this, FLAG_READY_SCROLL); break; + case KW_can_use_rod: GET_FLAG (this, FLAG_USE_ROD); break; + case KW_can_use_horn: GET_FLAG (this, FLAG_USE_HORN); break; + case KW_unique: GET_FLAG (this, FLAG_UNIQUE); break; + case KW_make_invisible: GET_FLAG (this, FLAG_MAKE_INVIS); break; + case KW_inv_locked: GET_FLAG (this, FLAG_INV_LOCKED); break; + case KW_is_wooded: GET_FLAG (this, FLAG_IS_WOODED); break; + case KW_is_hilly: GET_FLAG (this, FLAG_IS_HILLY); break; + case KW_is_water: GET_FLAG (this, FLAG_IS_WATER); break; + case KW_has_ready_skill: GET_FLAG (this, FLAG_READY_SKILL); break; + case KW_has_ready_weapon: GET_FLAG (this, FLAG_READY_WEAPON); break; + case KW_no_skill_ident: GET_FLAG (this, FLAG_NO_SKILL_IDENT); break; + case KW_is_blind: GET_FLAG (this, FLAG_BLIND); break; + case KW_can_see_in_dark: GET_FLAG (this, FLAG_SEE_IN_DARK); break; + case KW_is_cauldron: GET_FLAG (this, FLAG_IS_CAULDRON); break; + case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; + case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; + case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; + case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; + case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; + case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break; + case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break; + + case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; + case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; + case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; + case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; + case KW_resist_electricity: f.get (resist[ATNR_ELECTRICITY]); break; + case KW_resist_cold: f.get (resist[ATNR_COLD]); break; + case KW_resist_confusion: f.get (resist[ATNR_CONFUSION]); break; + case KW_resist_acid: f.get (resist[ATNR_ACID]); break; + case KW_resist_drain: f.get (resist[ATNR_DRAIN]); break; + case KW_resist_weaponmagic: f.get (resist[ATNR_WEAPONMAGIC]); break; + case KW_resist_ghosthit: f.get (resist[ATNR_GHOSTHIT]); break; + case KW_resist_poison: f.get (resist[ATNR_POISON]); break; + case KW_resist_slow: f.get (resist[ATNR_SLOW]); break; + case KW_resist_paralyze: f.get (resist[ATNR_PARALYZE]); break; + case KW_resist_turn_undead: f.get (resist[ATNR_TURN_UNDEAD]); break; + case KW_resist_fear: f.get (resist[ATNR_FEAR]); break; + case KW_resist_cancellation: f.get (resist[ATNR_CANCELLATION]); break; + case KW_resist_deplete: f.get (resist[ATNR_DEPLETE]); break; + case KW_resist_death: f.get (resist[ATNR_DEATH]); break; + case KW_resist_chaos: f.get (resist[ATNR_CHAOS]); break; + case KW_resist_counterspell: f.get (resist[ATNR_COUNTERSPELL]); break; + case KW_resist_godpower: f.get (resist[ATNR_GODPOWER]); break; + case KW_resist_holyword: f.get (resist[ATNR_HOLYWORD]); break; + case KW_resist_blind: f.get (resist[ATNR_BLIND]); break; + case KW_resist_internal: f.get (resist[ATNR_INTERNAL]); break; + case KW_resist_life_stealing: f.get (resist[ATNR_LIFE_STEALING]); break; + case KW_resist_disease: f.get (resist[ATNR_DISEASE]); break; + + case KW_luck: f.get (stats.luck); break; + case KW_run_away: f.get (run_away); break; + case KW_pick_up: f.get (pick_up); break; + case KW_item_power: f.get (item_power); break; + case KW_gen_sp_armour: f.get (gen_sp_armour); break; + case KW_anim_speed: f.get (anim_speed); break; + case KW_container: f.get (weight_limit); break; + 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;//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_casting_time: f.get (casting_time); 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; + case KW_range: f.get (range); break; + case KW_range_modifier: f.get (range_modifier); break; + case KW_dam_modifier: f.get (dam_modifier); break; + case KW_duration_modifier: f.get (duration_modifier); break; //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess //TODO: parse from other include files - case KW_body_range: thawer.get (op->body_info[0]); break; - case KW_body_arm: thawer.get (op->body_info[1]); break; - case KW_body_torso: thawer.get (op->body_info[2]); break; - case KW_body_head: thawer.get (op->body_info[3]); break; - case KW_body_neck: thawer.get (op->body_info[4]); break; - case KW_body_skill: thawer.get (op->body_info[5]); break; - case KW_body_finger: thawer.get (op->body_info[6]); break; - case KW_body_shoulder: thawer.get (op->body_info[7]); break; - case KW_body_foot: thawer.get (op->body_info[8]); break; - case KW_body_hand: thawer.get (op->body_info[9]); break; - case KW_body_wrist: thawer.get (op->body_info[10]); break; - case KW_body_waist: thawer.get (op->body_info[11]); break; + case KW_body_range: slot[body_range] .info = f.get_sint32 (); break; + case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break; + case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break; + case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break; + case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break; + case KW_body_head: slot[body_head] .info = f.get_sint32 (); break; + case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break; + case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break; + case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break; + case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break; + case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break; + case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break; + case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break; + case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; case KW_can_apply: break; case KW_connected: - add_button_link (op, op->map, thawer.get_sint32 ()); + { + shstr connected; + + f.get (connected); + add_link (map, connected); + } break; case KW_randomitems: - op->randomitems = find_treasurelist (thawer.get_str ()); + if (f.get_str ()) + { + randomitems = + loading_arch + ? treasurelist::get (f.get_str ()) + : treasurelist::find (f.get_str ()); + + if (!randomitems) + { + LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); + randomitems = treasurelist::get (shstr_none); // avoid crashes + } + } + else + randomitems = 0; break; case KW_msg: - { - thawer.get_ml (KW_endmsg, op->msg); - //TODO: allow longer messages - if (strlen (op->msg) >= HUGE_BUF) - { - LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); - op->msg = "ERROR, please report: string too long, winged.\n"; - } - } + f.get_ml (KW_endmsg, msg); break; case KW_lore: - { - shstr msgbuf; - - thawer.get_ml (KW_endlore, op->lore); - //TODO: allow longer messages - /* Just print a warning so we can be reasonably safe - * about not overflowing the buffer. - */ - if (strlen (op->lore) > (HUGE_BUF / 2)) - LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", - HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); - } + f.get_ml (KW_endlore, lore); break; case KW_editable: case KW_editor_folder: break; - case KW_More: // uppercase alias - case KW_more: - /* We need to record that this is a multipart object, - * so the calling function can glue things back together - */ - ismore = 1; - break; - case KW_end: - check_loaded_object (op); - - if (!arch_init) - op->instantiate (); + if (!loading_arch) + instantiate (); - return ismore ? LL_MORE : LL_NORMAL; - - case KW_EOF: - return LL_EOF; + f.next (); + return true; case KW_ERROR: - set_ob_key_value (op, thawer.line, thawer.last_value, true); - //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D + // append as key value pair (do not use kv_set as it prepends) + // we also do not even try to find old values, duplicate keys stay duplicate + { + key_value *kv = new key_value; - //TODO: skip line, ugly, factor parsing better - if (thawer.last_value) - thawer.line = thawer.last_value; + kv->next = 0; + kv->key = shstr (f.kw_str); + kv->value = shstr (f.value); - thawer.line += strlen (thawer.line) + 1; + if (!last_kv) + key_values = last_kv = kv; + else + { + while (last_kv->next) + last_kv = last_kv->next; + last_kv->next = kv; + last_kv = kv; + } + } + //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D break; default: - LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]); + if (!f.parse_error ("object", name)) + return false; break; } + + f.next (); } } -/* - * Loads an object from the given file-pointer. - * Variables will be read and parsed and patched into the object - * until the string "end" is reached, or the end of the file. - * - * bufstat is used to determine various file attributes: - * LO_REPATE (0): We are reading from the same buffer as the last call. - * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions - * will also be reading from this (treasure file, artifacts.) - * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should - * be reset. - * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) - * - */ - -int -load_object (object_thawer & fp, object *op, int map_flags) +object * +object::read (object_thawer &f, maptile *map) { - return parse_object (op, fp, map_flags); -} + assert (f.kw == KW_arch); + + archetype *arch = archetype::find (f.get_str ()); + + if (!arch) + { + LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); + arch = archetype::find (shstr_earthwall); + } + + assert (arch); //D maybe use exception handling of sorts? + f.next (); + + object *op = arch->instance (); + op->map = map; + // instance() activates, this should be fixed properly + op->deactivate (); + + if (!op->parse_kv (f)) + { + op->destroy (); + return 0; + } + + op->post_load_check (); + return op; +} /* This takes a buffer, scans it for variables, and sets those variables * as appropriate in op. @@ -1083,75 +1109,14 @@ int set_variable (object *op, char *buf) { - object_thawer thawer (buf, (AV *)0); - - return parse_object (op, thawer, 0); -} - -/* - * Initialises the array of variable-names. Needed before any - * objects can be loaded. Called by init_library(). - */ - -void -init_vars () -{ -} - -/* 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; - } + object_thawer f (buf, (AV *)0); - /* 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; + return op->parse_kv (f); } -#endif -// compare *op against *tmp and output differences -void -put (object_freezer &f, object *op, object *tmp) +// compare *op against *arch and output differences +static void +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, @@ -1166,17 +1131,17 @@ */ static const keyword flag_names [NUM_FLAGS] = { KW_alive, - KW_wiz, KW_NULL, KW_NULL, - KW_was_wiz, + KW_NULL, + KW_NULL, KW_applied, KW_unpaid, 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 @@ -1185,9 +1150,9 @@ KW_generator, KW_is_thrown, KW_auto_apply, - KW_treasure, - KW_player_sold, + KW_treasure_env, /* 20 */ + KW_player_sold, KW_see_invisible, KW_can_roll, KW_overlay_floor, @@ -1197,8 +1162,8 @@ KW_NULL, // fly_off KW_is_used_up, KW_identified, - KW_reflecting, /* 30 */ + KW_reflecting, KW_changing, KW_splitting, KW_hitback, @@ -1208,10 +1173,10 @@ KW_scared, KW_unaggressive, KW_reflect_missile, - KW_reflect_spell, /* 40 */ + KW_reflect_spell, KW_no_magic, - KW_no_fix_player, + KW_NULL, KW_is_lightable, KW_tear_down, KW_run_away, @@ -1219,8 +1184,8 @@ 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, @@ -1230,8 +1195,8 @@ 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, @@ -1241,8 +1206,8 @@ KW_stand_still, KW_random_move, KW_only_attack, - KW_confused, /* 70 */ + KW_confused, KW_stealth, KW_NULL, KW_NULL, @@ -1252,19 +1217,19 @@ 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_NULL, + KW_precious, KW_can_use_horn, KW_make_invisible, KW_inv_locked, 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, @@ -1274,74 +1239,119 @@ KW_one_hit, KW_NULL, KW_berserk, - KW_neutral, /* 100 */ + KW_neutral, KW_no_attack, KW_no_damage, - KW_NULL, + KW_obj_original, KW_NULL, KW_activate_on_push, KW_activate_on_release, KW_is_water, KW_use_content_on_gen, KW_NULL, - KW_is_buildable, /* 110 */ + KW_is_buildable, + KW_destroy_on_death, + KW_NULL, }; - int i; + // 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 *my_field = op->key_values; my_field != NULL; my_field = my_field->next) + for (key_value *kv = op->key_values; kv; kv = kv->next) + if (!arch->key_values || arch->kv (kv->key) != kv->value) + f.put (kv->key, kv->value); + + if (op->uuid) { - /* Find the field in the opposing member. */ - key_value *arch_field = get_ob_key_link (tmp, my_field->key); + // 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'; - /* If there's no partnering field, or it's got a different value, save our field. */ - if (!arch_field || my_field->value != arch_field->value) - f.put (my_field->key, my_field->value); + f.alloc (ptr - cur); } - /* We don't need to worry about the arch's extra fields - they - * will get taken care of the copy_to method. - */ +#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) - { - char uids[64]; - snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq); - f.put (KW_uuid, (const char *)uids); - } + CMP_OUT (x); + CMP_OUT (y); -#define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) -#define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) + CMP_OUT (type); + CMP_OUT (subtype); + CMP_OUT (direction); CMP_OUT (name); CMP_OUT (name_pl); - CMP_OUT (custom_name); + + CMP_OUT (speed); + + // speed_left is a major time-burner, and has good locality, so + // we use a simple lookup-cache to avoid the very slow printf. + if (op->speed_left != arch->speed_left) + { + static double last_speed_left = 0.; + static char last_speed_left_str [256] = "speed_left 0\n"; + static int last_speed_left_len = sizeof ("speed_left 0\n") - 1; + + if (last_speed_left != op->speed_left) + { + last_speed_left = op->speed_left; + last_speed_left_len = sizeof ("speed_left ") - 1 + + sprintf (last_speed_left_str + sizeof ("speed_left ") - 1, "%.7g\n", last_speed_left); + } + + f.add (last_speed_left_str, last_speed_left_len); + } + CMP_OUT (title); CMP_OUT (race); CMP_OUT (slaying); + CMP_OUT (skill); + + CMP_OUT (tag); + 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 ())); + + // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved CMP_OUT (other_arch); - CMP_OUT (face); - if (op->animation_id != tmp->animation_id) - if (op->animation_id) - { - f.put (KW_animation, animations[GET_ANIM_ID (op)].name); + 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 (!QUERY_FLAG (op, FLAG_ANIMATE)) - f.put (KW_is_animated, (sint32) 0); - } + 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)); + op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? + } CMP_OUT2 (str, stats.Str); CMP_OUT2 (dex, stats.Dex); @@ -1360,7 +1370,7 @@ 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); @@ -1368,28 +1378,25 @@ 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); - for (i = 0; i < NROFATTACKS; i++) - if (op->resist[i] != tmp->resist[i]) + // using memcmp here seems to be a loss - is gcc vectorising? + for (int i = 0; i < NROFATTACKS; 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_OUT (material); - CMP_OUT (materialname); + + CMP_OUT2 (material, materials);//TODO: nuke + if (op->material != arch->material) + f.put (KW(materialname), op->material->name); + CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); @@ -1402,8 +1409,9 @@ CMP_OUT (last_eat); CMP_OUT (glow_radius); - if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) - f.put (KW_connected, i); + if (op->flag [FLAG_IS_LINKED]) + if (auto (ol, op->find_link ())) + f.put (KW(connected), ol->id); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); @@ -1413,8 +1421,6 @@ 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); @@ -1432,77 +1438,92 @@ CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); - if (!COMPARE_FLAGS (op, tmp)) - for (i = 0; i <= NUM_FLAGS; i++) - if (flag_names[i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) - f.put (flag_names[i], QUERY_FLAG (op, i) ? "1" : "0"); - - /* Save body locations */ - for (i = 0; i < NUM_BODY_LOCATIONS; i++) - if (op->body_info[i] != tmp->body_info[i]) - f.put (body_locations[i].save_name, op->body_info[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] ? CS(1) : CS(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] ? CS(1) : CS(0)); + + // 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 != arch->slot[i].info)) + f.put (body_locations[i].save_name, op->slot[i].info); } /* * Dumps all variables in an object to a file. * If bit 0 of flag is set, unpaid objects will be saved. As of now, * the only place this is not set is when saving the player. - * If bit 1 of flag is set, don't remove the object after save. As of now, - * all of the callers are setting this. */ - -void -save_object (object_freezer & fp, object *op, int flag) +bool +object::write (object_freezer &f) { - archetype *at; - object *tmp, *old; + if (expect_false (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); + } - /* Even if the object does have an owner, it would seem that we should - * still save it. - */ - if (op->owner) - return; + for (object *tmp = inv; tmp; tmp = tmp->below) + tmp->write (f); - /* If it is unpaid and we don't want to save those, just return. */ - if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) - return; + f.put (this); + f.put (KW(end)); - if ((at = op->arch) == NULL) - at = empty_archetype; + return true; +} - fp.put (KW_arch, at->name); +///////////////////////////////////////////////////////////////////////////// - put (fp, op, &at->clone); +// generic resource file load, +// currently supports: region, treasures, archetypes +bool +load_resource_file_ (const char *filename) +{ + object_thawer f (filename); - /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ + for (;;) + { + switch (f.kw) + { + case KW_region: + if (!region::read (f)) + return false; + break; - old = NULL; + case KW_treasure: + case KW_treasureone: + if (!treasurelist::read (f)) + return false; + break; - if (flag & 2) - for (tmp = op->inv; tmp != NULL; tmp = tmp->below) - save_object (fp, tmp, flag); - else - /* Slightly different logic because tmp/op will be removed by - * the save_object we call. So we just keep looking at op->inv - * until there is nothing left. In theory, the variable old - * should not be needed, as recursive loops shouldn't happen. - */ - while ((tmp = op->inv) != NULL) - { - if (old == tmp) - { - LOG (llevError, " Recursive loop in inventory\n"); + case KW_object: + if (!archetype::read (f)) + return false; break; - } - save_object (fp, tmp, flag); - old = tmp; - } + case KW_EOF: + return true; - if (!(flag & 2)) - op->destroy (); + default: + if (!f.parse_error ("resource file")) + return false; - fp.put (op); - fprintf (fp, "end\n"); + f.next (); + break; + } + } }