--- deliantra/server/common/loader.C 2007/03/05 15:36:29 1.63 +++ deliantra/server/common/loader.C 2011/05/01 13:18:23 1.168 @@ -1,37 +1,36 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 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. + * 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 + * 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 + * 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 */ -/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. - sub/add_weight will transcend the environment updating the carrying - variable. */ - #include -#include #include ///////////////////////////////////////////////////////////////////////////// +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 @@ -170,7 +169,7 @@ "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 */ @@ -252,16 +251,71 @@ 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 () { + if (type >= NUM_TYPES) + { + LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ()); + type = 0; + } + + switch (type) + { + case RANGED: + 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 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 pluralised), but works to @@ -271,19 +325,21 @@ * 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 = 0; + 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 (!(op->is_weapon () && op->level > 0)) + if (material == MATERIAL_NULL && !(is_weapon () && level > 0)) + select_material (this, map ? map->difficulty : 5); + + if (speed < 0.) { - if (op->map != NULL) - set_materialname (op, op->map->difficulty, NULL); - else - set_materialname (op, 5, NULL); + flag [FLAG_RANDOM_SPEED] = true; + speed = -speed; + // speed_left will be randomised in instantiate () and copy_to () } /* only do these when program is first run - a bit @@ -291,42 +347,42 @@ * 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; } - int 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); + LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip); - op->item_power = ip; + item_power = ip; } /* Check for possibly bogus values. Has to meet both these criteria - @@ -335,83 +391,108 @@ * 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 appropriate 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 { - /* 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. */ - object *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) + if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) { - object *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 (this->flag [FLAG_MONSTER]) { - if (op->stats.hp > op->stats.maxhp) + if (stats.hp > stats.maxhp) { - LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); - op->stats.maxhp = op->stats.hp; + 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 ((this->flag [FLAG_GENERATOR] && this->flag [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, object_thawer &f) { static const struct flagstr { - char *name; + const char *name; MoveType flags; } move_flags[] = { { "walk" , MOVE_WALK }, @@ -420,16 +501,13 @@ { "fly_high", MOVE_FLY_HIGH }, { "swim" , MOVE_SWIM }, { "boat" , MOVE_BOAT }, + { "ship" , MOVE_SHIP }, { "all" , MOVE_ALL }, }; - if (!str) - { - mt = 0; - return; - } + const char *str = f.get_str (); - if (isdigit (*str)) + if (!*str || isdigit (*str)) { mt = atoi (str); return; @@ -437,7 +515,7 @@ mt = 0; - for (str = strtok ((char *) str, " "); str; str = strtok (0, " ")) + for (str = strtok ((char *)str, " "); str; str = strtok (0, " ")) { bool negate = 0; @@ -447,7 +525,7 @@ str++; } - for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f) + for (const flagstr *f = move_flags; f < move_flags + array_length (move_flags); ++f) { if (!strcmp (f->name, str)) { @@ -460,48 +538,32 @@ } } - LOG (llevDebug, "common/loader.C: set_move - unknown move string '%s'\n", str); + LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str); next: ; } } -#define GET_FLAG(op,flag) \ - if (f.get_sint32 ()) \ - SET_FLAG (op, flag); \ - else \ - CLEAR_FLAG (op, flag) \ +//-GPL + +#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () bool object::parse_kv (object_thawer &f) { - assert (f.kw == KW_object || f.kw == KW_arch); - - if (f.kw == KW_object) - f.get (name); // preset name from object name - - f.next (); - object *op_inv = inv; + key_value *last_kv = kv.first; for (;;) { switch (f.kw) { case KW_uuid: - if (const char *s = f.get_str ()) + if (!uuid.parse (f.get_str ())) { - unsigned int version; - unsigned long long seq; - - if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1) - { - uuid.seq = seq; - break; - } + f.parse_warn ("unparseable uuid"); + uuid = UUID::gen (); } - - uuid = gen_uuid (); break; case KW_oid: @@ -517,19 +579,20 @@ 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: - { - 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 // save ordering the same between repeated load/saves. - CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); - CLEAR_FLAG (tmp, FLAG_REMOVED); + // and finally we do not want any funny effects + tmp->clr_flag (FLAG_OBJ_ORIGINAL); + tmp->clr_flag (FLAG_REMOVED); if (!op_inv) { @@ -549,21 +612,34 @@ tmp->env = this; op_inv = tmp; } - } + else + LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n"); + continue; case KW_other_arch: - other_arch = archetype::find (f.get_str ()); + if (loading_arch == this) + archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); + else + { + other_arch = archetype::find (f.get_str ()); + + if (!other_arch) + f.parse_warn (format ("%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ())); + } + break; + + case KW_owner: + f.delayed_deref (this, owner, f.get_str ()); break; case KW_animation: { - CLEAR_FLAG (this, FLAG_ANIMATE); + this->clr_flag (FLAG_ANIMATE); animation_id = 0; - const char *str = f.get_str (); - if (str && (animation_id = find_animation (str))) - SET_FLAG (this, FLAG_ANIMATE); + if (f.has_value () && (animation_id = find_animation (f.get_str ()))) + this->set_flag (FLAG_ANIMATE); //TODO: should not be forced to true here } break; @@ -571,6 +647,7 @@ 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_sl: case KW_speed_left: f.get (speed_left); break; case KW_speed: @@ -589,7 +666,29 @@ break; case KW_face: - face = &new_faces[FindFace (f.get_str (), 0)]; + face = f.has_value () ? face_find (f.get_str ()) : blank_face; + break; + + case KW_sound: + if (f.has_value ()) + { + sound = sound_find (f.get_str ()); + if (!sound) + f.parse_warn (format ("sound '%s' not found", f.get_str ())); + } + else + sound = 0; + break; + + case KW_sound_destroy: + if (f.has_value ()) + { + sound_destroy = sound_find (f.get_str ()); + if (!sound_destroy) + f.parse_warn (format ("sound '%s' not found", f.get_str ())); + } + else + sound_destroy = 0; break; case KW_x: f.get (x); break; @@ -640,15 +739,15 @@ 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: f.get (material); break; /* These are the new values */ - 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; + case KW_move_block: set_move (move_block, f); break; + case KW_move_allow: set_move (move_allow, f); break; + case KW_move_type: set_move (move_type , f); break; + case KW_move_on: set_move (move_on , f); break; + case KW_move_off: set_move (move_off , f); break; + case KW_move_slow: set_move (move_slow , f); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_no_pass: @@ -721,29 +820,13 @@ case KW_identified: GET_FLAG (this, FLAG_IDENTIFIED); //TODO: move to check_object or so - if (QUERY_FLAG (this, FLAG_IDENTIFIED)) - CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); + if (this->flag [FLAG_IDENTIFIED]) + this->clr_flag (FLAG_KNOWN_MAGICAL); break; - case KW_wiz: - GET_FLAG (this, FLAG_WIZ); - //TODO: move to check_object - if (QUERY_FLAG (this, FLAG_WIZ)) - { - SET_FLAG (this, FLAG_WAS_WIZ); - SET_FLAG (this, FLAG_WIZPASS); - SET_FLAG (this, FLAG_WIZCAST); - } - else - { - CLEAR_FLAG (this, FLAG_WIZPASS); - CLEAR_FLAG (this, FLAG_WIZCAST); - } - break; - case KW_friendly: - if (f.get_sint32 ()) + if (f.get_bool ()) if (type != PLAYER) add_friendly_object (this); @@ -766,6 +849,7 @@ 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; @@ -782,8 +866,6 @@ 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_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break; - case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); 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; @@ -835,6 +917,10 @@ 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_random_speed: GET_FLAG (this, FLAG_RANDOM_SPEED); break; + case KW_is_quad: GET_FLAG (this, FLAG_IS_QUAD); break; case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; @@ -874,13 +960,15 @@ 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; - case KW_smoothlevel: f.get (smoothlevel); 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; @@ -890,50 +978,56 @@ //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess //TODO: parse from other include files - case KW_body_range: f.get (body_info[0]); break; - case KW_body_arm: f.get (body_info[1]); break; - case KW_body_torso: f.get (body_info[2]); break; - case KW_body_head: f.get (body_info[3]); break; - case KW_body_neck: f.get (body_info[4]); break; - case KW_body_skill: f.get (body_info[5]); break; - case KW_body_finger: f.get (body_info[6]); break; - case KW_body_shoulder: f.get (body_info[7]); break; - case KW_body_foot: f.get (body_info[8]); break; - case KW_body_hand: f.get (body_info[9]); break; - case KW_body_wrist: f.get (body_info[10]); break; - case KW_body_waist: f.get (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 (this, map, f.get_sint32 ()); + { + shstr connected; + + f.get (connected); + add_link (map, connected); + } break; case KW_randomitems: - randomitems = find_treasurelist (f.get_str ()); - //if (!randomitems) - // LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); + if (f.has_value ()) + { + 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: f.get_ml (KW_endmsg, msg); - //TODO: allow longer messages - if (strlen (msg) >= HUGE_BUF) - { - LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg); - msg = "ERROR, please report: string too long, winged.\n"; - } break; case KW_lore: f.get_ml (KW_endlore, lore); - //TODO: allow longer messages - /* Just print a warning so we can be reasonably safe - * about not overflowing the buffer. - */ - if (strlen (lore) > (HUGE_BUF / 2)) - LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", - HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore); break; case KW_editable: @@ -941,17 +1035,16 @@ break; case KW_end: - check_loaded_object (this); - - if (!arch_init) + if (!loading_arch) instantiate (); f.next (); return true; case KW_ERROR: - set_ob_key_value (this, f.kw_str, f.value, true); - //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D + // we do not even try to find old values, duplicate keys stay duplicate + // the list gets reversed after loading + kv.add (shstr (f.kw_str), shstr (f.value)); break; default: @@ -973,26 +1066,30 @@ if (!arch) { - LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); - arch = archetype::find ("earthwall"); + LOG (llevError, "object referring to nonexistent archetype '%s'.\n", f.get_str ()); + arch = archetype::find (shstr_earthwall); } assert (arch); //D maybe use exception handling of sorts? - object *op = object::create (); + f.next (); + object *op = arch->instance (); op->map = map; - op->arch = arch; - arch->clone.copy_to (op); - // copy_to activates, this should be fixed properly + // instance() activates, this should be fixed properly op->deactivate (); if (!op->parse_kv (f)) { - delete op; + op->destroy (); return 0; } + // the loader reverses the ordering of kv-pairs, so we reverse it again after loading + // that greatly simplifies the loading code. + op->kv.reverse (); + + op->post_load_check (); return op; } @@ -1005,66 +1102,14 @@ int set_variable (object *op, char *buf) { - object_thawer f (buf, (AV *)0); + object_thawer f (format ("%s\nend", buf), (AV *)0); - f.kw = KW_arch; // special hack so that parse_kv skips 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, @@ -1079,17 +1124,17 @@ */ 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 @@ -1098,9 +1143,9 @@ KW_generator, KW_is_thrown, KW_auto_apply, - KW_NULL, // was KW_treasure - KW_player_sold, + KW_treasure_env, /* 20 */ + KW_player_sold, KW_see_invisible, KW_can_roll, KW_overlay_floor, @@ -1110,8 +1155,8 @@ KW_NULL, // fly_off KW_is_used_up, KW_identified, - KW_reflecting, /* 30 */ + KW_reflecting, KW_changing, KW_splitting, KW_hitback, @@ -1121,10 +1166,10 @@ 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, @@ -1132,8 +1177,8 @@ 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, @@ -1143,8 +1188,8 @@ 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, @@ -1154,8 +1199,8 @@ KW_stand_still, KW_random_move, KW_only_attack, - KW_confused, /* 70 */ + KW_confused, KW_stealth, KW_NULL, KW_NULL, @@ -1165,19 +1210,19 @@ 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, @@ -1187,76 +1232,119 @@ KW_one_hit, KW_NULL, KW_berserk, - KW_neutral, /* 100 */ + KW_neutral, KW_no_attack, KW_no_damage, KW_obj_original, - KW_NULL, + KW_random_speed, 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; my_field = my_field->next) + for (key_value *kv = op->kv.first; kv; kv = kv->next) + if (arch->kv.empty () || 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] = "sl 0\n"; + static int last_speed_left_len = sizeof ("sl 0\n") - 1; + + if (last_speed_left != op->speed_left) + { + last_speed_left = op->speed_left; + last_speed_left_len = sizeof ("sl ") - 1 + + sprintf (last_speed_left_str + sizeof ("sl ") - 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 (object *owner = op->owner) + if (const char *ref = owner->ref ()) + f.put (KW(owner), ref); - 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); + // 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); @@ -1275,7 +1363,7 @@ 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); @@ -1283,28 +1371,25 @@ 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_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); @@ -1317,10 +1402,12 @@ 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); CMP_OUT (run_away); @@ -1328,8 +1415,6 @@ 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); @@ -1347,15 +1432,29 @@ CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); - if (op->flag != tmp->flag) - for (i = 0; i <= NUM_FLAGS; i++) - if (flag_names [i] && op->flag [i] != tmp->flag [i]) - f.put (flag_names [i], op->flag [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 stdcpp // we need gcc, sorry + 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)); +#else + // use sgi extensions + for (int i = diff._Find_first (); i < diff.size (); i = diff._Find_next (i)) + f.put (flag_names [i], op->flag [i] ? CS(1) : CS(0)); +#endif + + // 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].kw, op->slot[i].info); } /* @@ -1366,36 +1465,39 @@ bool object::write (object_freezer &f) { - /* Even if the object does have an owner, it would seem that we should - * still save it. - */ - if (owner) - return true; - - archetype *at = arch ? (archetype *)arch : empty_archetype; - - f.put (KW_arch, at->name); - write_diff (f, this, &at->clone); + 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); + } for (object *tmp = inv; tmp; tmp = tmp->below) tmp->write (f); f.put (this); - f.put (KW_end); + f.put (KW(end)); return true; } ///////////////////////////////////////////////////////////////////////////// -bool load_resource_file (const char *filename) +// generic resource file load, +// currently supports: region, treasures, archetypes +bool +load_resource_file_ (const char *filename) { object_thawer f (filename); - f.next (); - for (;;) { + coroapi::cede_to_tick (); + switch (f.kw) { case KW_region: @@ -1403,15 +1505,27 @@ return false; break; + case KW_treasure: + case KW_treasureone: + if (!treasurelist::read (f)) + return false; + break; + + case KW_object: + if (!archetype::read (f)) + return false; + break; + case KW_EOF: return true; default: if (!f.parse_error ("resource file")) return false; - } - f.next (); + f.next (); + break; + } } }