1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <sproto.h> |
26 | #include <sproto.h> |
… | |
… | |
250 | "spell_glyph", /* 205 */ |
250 | "spell_glyph", /* 205 */ |
251 | NULL |
251 | NULL |
252 | }; |
252 | }; |
253 | |
253 | |
254 | /* This function checks the object after it has been loaded (when we |
254 | /* This function checks the object after it has been loaded (when we |
255 | * get the 'end' in the input stream). This function can be used to |
255 | * get the 'end' in the input stream). This function can be used to |
256 | * deal with legacy objects where fields may have changed. It can also be used |
256 | * deal with legacy objects where fields may have changed. It can also be used |
257 | * to check for objects to make sure there are no common errors. |
257 | * to check for objects to make sure there are no common errors. |
258 | */ |
258 | */ |
259 | void |
259 | void |
260 | object::post_load_check () |
260 | object::post_load_check () |
… | |
… | |
321 | * this isn't perfect (things won't be properly pluralised), but works to |
321 | * this isn't perfect (things won't be properly pluralised), but works to |
322 | * that degree (5 heart is still quite understandable). But the case we |
322 | * that degree (5 heart is still quite understandable). But the case we |
323 | * also have to catch is if this object is not using the normal name for |
323 | * also have to catch is if this object is not using the normal name for |
324 | * the object. In that case, we also want to use the loaded name. |
324 | * the object. In that case, we also want to use the loaded name. |
325 | * Otherwise, what happens is that the the plural name will lose |
325 | * Otherwise, what happens is that the the plural name will lose |
326 | * information (appear as just 'hearts' and not 'goblins heart') |
326 | * information (appear as just 'hearts' and not 'goblins heart') |
327 | */ |
327 | */ |
328 | if (arch && name != arch->object::name && name_pl == arch->object::name_pl) |
328 | if (arch && name != arch->object::name && name_pl == arch->object::name_pl) |
329 | name_pl = 0; |
329 | name_pl = 0; |
330 | |
330 | |
331 | if (!name_pl) |
331 | if (!name_pl) |
… | |
… | |
475 | } |
475 | } |
476 | |
476 | |
477 | // if the object has an animation, try to provide a default face |
477 | // if the object has an animation, try to provide a default face |
478 | if (has_anim ()) |
478 | if (has_anim ()) |
479 | { |
479 | { |
480 | const animation &anim_ob = anim (); |
|
|
481 | |
|
|
482 | if (anim_speed) |
480 | if (anim_speed) |
483 | // if this item is time-animated, force the last frame |
481 | // if this item is time-animated, force the last frame |
484 | animate_object (this, 0); |
482 | animate_object (this, 0); |
485 | else if (flag [FLAG_MONSTER]) |
483 | else if (flag [FLAG_MONSTER]) |
486 | // if it is a monster, set appropriate facing |
484 | // if it is a monster, set appropriate facing |
… | |
… | |
550 | |
548 | |
551 | bool |
549 | bool |
552 | object::parse_kv (object_thawer &f) |
550 | object::parse_kv (object_thawer &f) |
553 | { |
551 | { |
554 | object *op_inv = inv; |
552 | object *op_inv = inv; |
555 | key_value *last_kv = kv.first; |
|
|
556 | |
553 | |
557 | for (;;) |
554 | for (;;) |
558 | { |
555 | { |
559 | switch (f.kw) |
556 | switch (f.kw) |
560 | { |
557 | { |
… | |
… | |
633 | f.delayed_deref (this, owner, f.get_str ()); |
630 | f.delayed_deref (this, owner, f.get_str ()); |
634 | break; |
631 | break; |
635 | |
632 | |
636 | case KW_animation: |
633 | case KW_animation: |
637 | { |
634 | { |
638 | this->clr_flag (FLAG_ANIMATE); |
635 | clr_flag (FLAG_ANIMATE); |
639 | animation_id = 0; |
636 | animation_id = 0; |
640 | |
637 | |
641 | if (f.has_value () && (animation_id = find_animation (f.get_str ()))) |
638 | if (f.has_value () && (animation_id = animation::find (f.get_str ()).number)) |
642 | this->set_flag (FLAG_ANIMATE); //TODO: should not be forced to true here |
639 | set_flag (FLAG_ANIMATE); //TODO: should not be forced to true here |
643 | } |
640 | } |
644 | break; |
641 | break; |
645 | |
642 | |
646 | case KW_last_heal: f.get (last_heal); break; |
643 | case KW_last_heal: f.get (last_heal); break; |
647 | case KW_last_sp: f.get (last_sp); break; |
644 | case KW_last_sp: f.get (last_sp); break; |
… | |
… | |
1243 | static int last_speed_left_len = sizeof ("sl 0\n") - 1; |
1240 | static int last_speed_left_len = sizeof ("sl 0\n") - 1; |
1244 | |
1241 | |
1245 | if (last_speed_left != op->speed_left) |
1242 | if (last_speed_left != op->speed_left) |
1246 | { |
1243 | { |
1247 | last_speed_left = op->speed_left; |
1244 | last_speed_left = op->speed_left; |
|
|
1245 | // .7g loses precision even for float, but gives nice round numbers and smaller files |
|
|
1246 | // maybe hex format or a raw binary dump of the float is good enough, more exact, and much faster? |
|
|
1247 | // (printf is typically very slow) |
1248 | last_speed_left_len = sizeof ("sl ") - 1 |
1248 | last_speed_left_len = sizeof ("sl ") - 1 |
1249 | + sprintf (last_speed_left_str + sizeof ("sl ") - 1, "%.7g\n", last_speed_left); |
1249 | + sprintf (last_speed_left_str + sizeof ("sl ") - 1, "%.7g\n", last_speed_left); |
1250 | } |
1250 | } |
1251 | |
1251 | |
1252 | f.add (last_speed_left_str, last_speed_left_len); |
1252 | f.add (last_speed_left_str, last_speed_left_len); |