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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.21 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.58 by root, Thu Feb 15 21:07:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27 28
28
29#include <global.h> 29#include <global.h>
30#include <loader.h> 30#include <loader.h>
31#include <newserver.h>
32#include <sproto.h> 31#include <sproto.h>
32
33/////////////////////////////////////////////////////////////////////////////
33 34
34/* Maps the MOVE_* values to names */ 35/* Maps the MOVE_* values to names */
35static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL }; 36static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL };
36 37
37/* This table is only necessary to convert objects that existed before the 38/* This table is only necessary to convert objects that existed before the
262 * to check for objects to make sure there are no common errors. 263 * to check for objects to make sure there are no common errors.
263 */ 264 */
264static void 265static void
265check_loaded_object (object *op) 266check_loaded_object (object *op)
266{ 267{
267 int ip;
268
269 /* We do some specialized handling to handle legacy cases of name_pl. 268 /* We do some specialised handling to handle legacy cases of name_pl.
270 * If the object doesn't have a name_pl, we just use the object name - 269 * If the object doesn't have a name_pl, we just use the object name -
271 * this isn't perfect (things won't be properly pluralized), but works to 270 * this isn't perfect (things won't be properly pluralised), but works to
272 * that degree (5 heart is still quite understandable). But the case we 271 * that degree (5 heart is still quite understandable). But the case we
273 * also have to catch is if this object is not using the normal name for 272 * also have to catch is if this object is not using the normal name for
274 * the object. In that case, we also want to use the loaded name. 273 * the object. In that case, we also want to use the loaded name.
275 * Otherwise, what happens is that the the plural name will lose 274 * Otherwise, what happens is that the the plural name will lose
276 * information (appear as just 'hearts' and not 'goblins heart') 275 * information (appear as just 'hearts' and not 'goblins heart')
277 */ 276 */
278 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 277 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl)
279 op->name_pl = NULL; 278 op->name_pl = 0;
280 279
281 if (!op->name_pl) 280 if (!op->name_pl)
282 op->name_pl = op->name; 281 op->name_pl = op->name;
283 282
284 /* objects now have a materialname. try to patch it in */ 283 /* objects now have a materialname. try to patch it in */
285 if (!(IS_WEAPON (op) && op->level > 0)) 284 if (!(op->is_weapon () && op->level > 0))
286 { 285 {
287 if (op->map != NULL) 286 if (op->map != NULL)
288 set_materialname (op, op->map->difficulty, NULL); 287 set_materialname (op, op->map->difficulty, NULL);
289 else 288 else
290 set_materialname (op, 5, NULL); 289 set_materialname (op, 5, NULL);
291 } 290 }
291
292 /* only do these when program is first run - a bit 292 /* only do these when program is first run - a bit
293 * excessive to do this at every run - most of this is 293 * excessive to do this at every run - most of this is
294 * really just to catch any errors - program will still run, but 294 * really just to catch any errors - program will still run, but
295 * not in the ideal fashion. 295 * not in the ideal fashion.
296 */ 296 */
297 if ((op->type == WEAPON || op->type == BOW) && arch_init) 297 if ((op->type == WEAPON || op->type == BOW) && arch_init)
298 { 298 {
299 if (!op->skill) 299 if (!op->skill)
300 {
301 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 300 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ());
302 }
303 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 301 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) ||
304 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 302 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2))
305 {
306 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); 303 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill);
307 }
308 } 304 }
309 305
310 /* We changed last_heal to gen_sp_armour, which is what it 306 /* We changed last_heal to gen_sp_armour, which is what it
311 * really does for many objects. Need to catch any in maps 307 * really does for many objects. Need to catch any in maps
312 * that may have an old value. 308 * that may have an old value.
313 */ 309 */
314 if ((op->type == WEAPON) || 310 if (op->type == WEAPON
315 (op->type == ARMOUR) || (op->type == HELMET) || 311 || op->type == ARMOUR || op->type == HELMET
316 (op->type == SHIELD) || (op->type == RING) || 312 || op->type == SHIELD || op->type == RING
317 (op->type == BOOTS) || (op->type == GLOVES) || 313 || op->type == BOOTS || op->type == GLOVES
318 (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) 314 || op->type == AMULET || op->type == GIRDLE
315 || op->type == BRACERS || op->type == CLOAK)
319 { 316 {
320 if (op->last_heal) 317 if (op->last_heal)
321 { 318 {
322 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 319 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ());
323 op->gen_sp_armour = op->last_heal; 320 op->gen_sp_armour = op->last_heal;
324 op->last_heal = 0; 321 op->last_heal = 0;
325 } 322 }
326 if (editor) 323
327 ip = 0;
328 else
329 ip = calc_item_power (op, 0); 324 int ip = calc_item_power (op, 0);
325
330 /* Legacy objects from before item power was in the game */ 326 /* Legacy objects from before item power was in the game */
331 if (!op->item_power && ip) 327 if (!op->item_power && ip)
332 { 328 {
333 if (ip > 3) 329 if (ip > 3)
334 {
335 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 330 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip);
336 } 331
337 op->item_power = ip; 332 op->item_power = ip;
338 } 333 }
334
339 /* Check for possibly bogus values. Has to meet both these criteria - 335 /* Check for possibly bogus values. Has to meet both these criteria -
340 * something that has item_power 1 is probably just fine if our calculated 336 * something that has item_power 1 is probably just fine if our calculated
341 * value is 1 or 2 - these values are small enough that hard to be precise. 337 * value is 1 or 2 - these values are small enough that hard to be precise.
342 * similarly, it item_power is 0, the first check will always pass, 338 * similarly, it item_power is 0, the first check will always pass,
343 * but not the second one. 339 * but not the second one.
344 */ 340 */
345 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 341 if (ip > 2 * op->item_power && ip > (op->item_power + 3))
346 {
347 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); 342 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power);
348 }
349
350 } 343 }
344
351 /* Old spellcasting object - need to load in the appropiate object */ 345 /* Old spellcasting object - need to load in the appropiate object */
352 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || 346 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL ||
353 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 347 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
354 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) 348 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init)
355 { 349 {
356 object *tmp;
357
358 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 350 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
359 * in that spell was stored in sp. 351 * in that spell was stored in sp.
360 */ 352 */
361 tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 353 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]);
362 insert_ob_in_ob (tmp, op); 354 insert_ob_in_ob (tmp, op);
363 op->randomitems = NULL; /* So another spell isn't created for this object */ 355 op->randomitems = NULL; /* So another spell isn't created for this object */
364 } 356 }
357
365 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 358 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
366
367 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) 359 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init)
368 { 360 {
369 object *tmp;
370
371 tmp = get_archetype_by_object_name (op->slaying); 361 object *tmp = get_archetype_by_object_name (op->slaying);
372 insert_ob_in_ob (tmp, op); 362 insert_ob_in_ob (tmp, op);
373 op->randomitems = NULL; /* So another spell isn't created for this object */ 363 op->randomitems = NULL; /* So another spell isn't created for this object */
374 /* without this, value is all screwed up */ 364 /* without this, value is all screwed up */
375 op->value = op->arch->clone.value * op->inv->value; 365 op->value = op->arch->clone.value * op->inv->value;
376 } 366 }
377 367
378 if (QUERY_FLAG (op, FLAG_MONSTER)) 368 if (QUERY_FLAG (op, FLAG_MONSTER))
379 { 369 {
380 if (op->stats.hp > op->stats.maxhp) 370 if (op->stats.hp > op->stats.maxhp)
371 {
381 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 372 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp);
373 op->stats.maxhp = op->stats.hp;
374 }
382 375
383 /* The archs just need to be updated for this */ 376 /* The archs just need to be updated for this */
384 if (op->move_type == 0) 377 if (op->move_type == 0)
385 op->move_type = MOVE_WALK; 378 op->move_type = MOVE_WALK;
386 } 379 }
409 { 402 {
410 op->move_type = MOVE_ALL; 403 op->move_type = MOVE_ALL;
411 op->stats.maxhp = 0; 404 op->stats.maxhp = 0;
412 } 405 }
413 else 406 else
414 {
415 op->move_type = MOVE_WALK; 407 op->move_type = MOVE_WALK;
416 }
417 } 408 }
418 } 409 }
419 410
420} 411}
421 412
488 SET_FLAG (op, flag); \ 479 SET_FLAG (op, flag); \
489 else \ 480 else \
490 CLEAR_FLAG (op, flag) \ 481 CLEAR_FLAG (op, flag) \
491 482
492int 483int
493parse_object (object *op, object_thawer & thawer, int map_flags) 484parse_object (object *op, object_thawer &thawer, int map_flags)
494{ 485{
495 bool ismore = 0; 486 bool ismore = 0;
496 object *op_inv = op->inv; 487 object *op_inv = op->inv;
497 488
498 for (;;) 489 for (;;)
499 { 490 {
500 keyword kw = thawer.get_kv (); 491 switch (thawer.get_kv ())
501
502 switch (kw)
503 { 492 {
504 case KW_Object: // uppercase alias 493 case KW_Object: // uppercase alias
505 case KW_object: 494 case KW_object:
506 thawer.get (op->name); 495 thawer.get (op->name);
507 496
508 if (op->arch != NULL) 497 if (op->arch)
509 op->arch->name = op->name; 498 op->arch->name = op->name;
510 499
511 break; 500 break;
512 501
513 case KW_uuid: 502 case KW_uuid:
552 */ 541 */
553 archetype *arch = archetype::find (str); 542 archetype *arch = archetype::find (str);
554 543
555 object *tmp; 544 object *tmp;
556 545
557 if (arch != NULL) 546 if (arch)
558 tmp = arch_to_object (arch); 547 tmp = arch_to_object (arch);
559 else 548 else
560 { 549 {
561 tmp = get_object (); 550 tmp = object::create ();
562 /* record the name of the broken object */ 551 /* record the name of the broken object */
552 //TODO: but do not log???
563 tmp->name = str; 553 tmp->name = str;
564 } 554 }
555
556 // decativate the object we, as we are still going
557 // to read the speed value. Objects should be activated
558 // when the map, object or player is completly loaded.
559 tmp->deactivate ();
565 560
566 parse_object (tmp, thawer, map_flags); 561 parse_object (tmp, thawer, map_flags);
567 562
568 if (tmp->arch) 563 if (tmp->arch)
569 { 564 {
593 op_inv = tmp; 588 op_inv = tmp;
594 } 589 }
595 else 590 else
596 { 591 {
597 LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)"); 592 LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)");
598 tmp->destroy (0); 593 tmp->destroy ();
599 } 594 }
600 } 595 }
601 else 596 else
602 { 597 {
603 /* This is the actual archetype definition then */ 598 /* This is the actual archetype definition then */
604 op->arch = archetype::find (str); 599 op->arch = archetype::find (str);
605 600
606 if (op->arch != NULL) 601 if (op->arch)
607 copy_object (&op->arch->clone, op); 602 {
603 op->arch->clone.copy_to (op);
604 // copy_to activates, this should be fixed properly
605 op->deactivate ();
606 }
608 else if (!arch_init) 607 else if (!arch_init)
609 /* record the name of the broken object */ 608 /* record the name of the broken object */
610 op->name = str; 609 op->name = str;
611 } 610 }
612 } 611 }
616 op->other_arch = archetype::find (thawer.get_str ()); 615 op->other_arch = archetype::find (thawer.get_str ());
617 break; 616 break;
618 617
619 case KW_animation: 618 case KW_animation:
620 { 619 {
620 CLEAR_FLAG (op, FLAG_ANIMATE);
621 op->animation_id = 0;
622
621 const char *str = thawer.get_str (); 623 const char *str = thawer.get_str ();
622
623 if (!str)
624 {
625 op->animation_id = 0;
626 CLEAR_FLAG (op, FLAG_ANIMATE);
627 }
628 else
629 {
630 op->animation_id = find_animation (str); 624 if (str && (op->animation_id = find_animation (str)))
631 SET_FLAG (op, FLAG_ANIMATE); 625 SET_FLAG (op, FLAG_ANIMATE);
632 }
633 } 626 }
634
635 break; 627 break;
636 628
637 case KW_last_heal: thawer.get (op->last_heal); break; 629 case KW_last_heal: thawer.get (op->last_heal); break;
638 case KW_last_sp: thawer.get (op->last_sp); break; 630 case KW_last_sp: thawer.get (op->last_sp); break;
639 case KW_last_grace: thawer.get (op->last_grace); break; 631 case KW_last_grace: thawer.get (op->last_grace); break;
642 634
643 case KW_speed: 635 case KW_speed:
644 thawer.get (op->speed); 636 thawer.get (op->speed);
645 637
646 //TODO: maybe do in check_object 638 //TODO: maybe do in check_object
647 if (!(map_flags & MAP_STYLE)) 639 // removed check for style maps
648 {
649 if (op->speed < 0) 640 if (op->speed < 0)
650 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; 641 op->speed_left = op->speed_left - rndm ();
651
652 update_ob_speed (op);
653 }
654 642
655 break; 643 break;
656 644
657 case KW_slow_move: 645 case KW_slow_move:
658 op->move_slow |= MOVE_WALK; 646 op->move_slow |= MOVE_WALK;
708 case KW_path_denied: thawer.get (op->path_denied); break; 696 case KW_path_denied: thawer.get (op->path_denied); break;
709 case KW_invisible: thawer.get (op->invisible); break; 697 case KW_invisible: thawer.get (op->invisible); break;
710 case KW_magic: thawer.get (op->magic); break; 698 case KW_magic: thawer.get (op->magic); break;
711 case KW_state: thawer.get (op->state); break; 699 case KW_state: thawer.get (op->state); break;
712 case KW_move_slow_penalty: thawer.get (op->move_slow_penalty); break; 700 case KW_move_slow_penalty: thawer.get (op->move_slow_penalty); break;
713 case KW_material: thawer.get (op->material); break; 701 case KW_material: thawer.get (op->materials); break; //TODO: nuke
714 case KW_materialname: thawer.get (op->materialname); break; 702 case KW_materialname: thawer.get (op->materialname); break;
715 703
716 /* These are the new values */ 704 /* These are the new values */
717 case KW_move_block: set_move (op->move_block, thawer.get_str ()); break; 705 case KW_move_block: set_move (op->move_block, thawer.get_str ()); break;
718 case KW_move_allow: set_move (op->move_allow, thawer.get_str ()); break; 706 case KW_move_allow: set_move (op->move_allow, thawer.get_str ()); break;
812 CLEAR_FLAG (op, FLAG_WIZCAST); 800 CLEAR_FLAG (op, FLAG_WIZCAST);
813 } 801 }
814 break; 802 break;
815 803
816 case KW_friendly: 804 case KW_friendly:
817 GET_FLAG (op, FLAG_FRIENDLY); 805 if (thawer.get_sint32 ())
818 //TODO: move to check_object or so 806 if (op->type != PLAYER)
819 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY))
820 add_friendly_object (op); 807 add_friendly_object (op);
808
821 break; 809 break;
822 810
823 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break; 811 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break;
824 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break; 812 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break;
825 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break; 813 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break;
826 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; 814 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break;
815 case KW_obj_original: GET_FLAG (op, FLAG_OBJ_ORIGINAL); break;
827 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; 816 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break;
828 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; 817 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break;
829 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; 818 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break;
830 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; 819 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break;
831 case KW_treasure: GET_FLAG (op, FLAG_TREASURE); break;
832 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; 820 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break;
833 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break; 821 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break;
834 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break; 822 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break;
835 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break; 823 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break;
836 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break; 824 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break;
903 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; 891 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break;
904 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; 892 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break;
905 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; 893 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break;
906 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; 894 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break;
907 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; 895 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break;
896 case KW_destroy_on_death: GET_FLAG (op, FLAG_DESTROY_ON_DEATH); break;
908 897
909 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; 898 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break;
910 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; 899 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break;
911 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; 900 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break;
912 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; 901 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break;
979 add_button_link (op, op->map, thawer.get_sint32 ()); 968 add_button_link (op, op->map, thawer.get_sint32 ());
980 break; 969 break;
981 970
982 case KW_randomitems: 971 case KW_randomitems:
983 op->randomitems = find_treasurelist (thawer.get_str ()); 972 op->randomitems = find_treasurelist (thawer.get_str ());
973 //if (!op->randomitems)
974 // LOG (llevError, "%s uses unknown randomitems '%s'.\n", op->debug_desc (), thawer.get_str ());
984 break; 975 break;
985 976
986 case KW_msg: 977 case KW_msg:
987 {
988 thawer.get_ml (KW_endmsg, op->msg); 978 thawer.get_ml (KW_endmsg, op->msg);
989 //TODO: allow longer messages 979 //TODO: allow longer messages
990 if (strlen (op->msg) >= HUGE_BUF) 980 if (strlen (op->msg) >= HUGE_BUF)
991 { 981 {
992 LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); 982 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg);
993 op->msg = "ERROR, please report: string too long, winged.\n"; 983 op->msg = "ERROR, please report: string too long, winged.\n";
994 } 984 }
995 }
996 break; 985 break;
997 986
998 case KW_lore: 987 case KW_lore:
999 {
1000 shstr msgbuf;
1001
1002 thawer.get_ml (KW_endlore, op->lore); 988 thawer.get_ml (KW_endlore, op->lore);
1003 //TODO: allow longer messages 989 //TODO: allow longer messages
1004 /* Just print a warning so we can be reasonably safe 990 /* Just print a warning so we can be reasonably safe
1005 * about not overflowing the buffer. 991 * about not overflowing the buffer.
1006 */ 992 */
1007 if (strlen (op->lore) > (HUGE_BUF / 2)) 993 if (strlen (op->lore) > (HUGE_BUF / 2))
1008 LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", 994 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
1009 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 995 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1010 }
1011 break; 996 break;
1012 997
1013 case KW_editable: 998 case KW_editable:
1014 case KW_editor_folder: 999 case KW_editor_folder:
1015 break; 1000 break;
1032 1017
1033 case KW_EOF: 1018 case KW_EOF:
1034 return LL_EOF; 1019 return LL_EOF;
1035 1020
1036 case KW_ERROR: 1021 case KW_ERROR:
1037 set_ob_key_value (op, thawer.line, thawer.last_value, true); 1022 set_ob_key_value (op, thawer.kw_str, thawer.value, true);
1038 //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D 1023 //fprintf (stderr, "addkv(%s,%s)\n", thawer.kw_str, thawer.value);//D
1039
1040 //TODO: skip line, ugly, factor parsing better
1041 if (thawer.last_value)
1042 thawer.line = thawer.last_value;
1043
1044 thawer.line += strlen (thawer.line) + 1;
1045
1046 break; 1024 break;
1047 1025
1048 default: 1026 default:
1049 LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]); 1027 if (!thawer.parse_error ("object", op->name))
1028 return false;
1050 break; 1029 break;
1051 } 1030 }
1052 } 1031 }
1053} 1032}
1054 1033
1064 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should 1043 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
1065 * be reset. 1044 * be reset.
1066 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) 1045 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
1067 * 1046 *
1068 */ 1047 */
1069
1070int 1048int
1071load_object (object_thawer & fp, object *op, int map_flags) 1049load_object (object_thawer &fp, object *op, int map_flags)
1072{ 1050{
1051 coroapi::cede_every (1000); // cede once in a while
1052
1073 return parse_object (op, fp, map_flags); 1053 return parse_object (op, fp, map_flags);
1074} 1054}
1075
1076 1055
1077/* This takes a buffer, scans it for variables, and sets those variables 1056/* This takes a buffer, scans it for variables, and sets those variables
1078 * as appropriate in op. 1057 * as appropriate in op.
1079 * 1058 *
1080 * This function appears to be used in only 2 places - in crossedit to 1059 * This function appears to be used in only 2 places - in crossedit to
1183 KW_monster, 1162 KW_monster,
1184 KW_friendly, 1163 KW_friendly,
1185 KW_generator, 1164 KW_generator,
1186 KW_is_thrown, 1165 KW_is_thrown,
1187 KW_auto_apply, 1166 KW_auto_apply,
1188 KW_treasure, 1167 KW_NULL, // was KW_treasure
1189 KW_player_sold, 1168 KW_player_sold,
1190 /* 20 */ 1169 /* 20 */
1191 KW_see_invisible, 1170 KW_see_invisible,
1192 KW_can_roll, 1171 KW_can_roll,
1193 KW_overlay_floor, 1172 KW_overlay_floor,
1276 KW_berserk, 1255 KW_berserk,
1277 KW_neutral, 1256 KW_neutral,
1278 /* 100 */ 1257 /* 100 */
1279 KW_no_attack, 1258 KW_no_attack,
1280 KW_no_damage, 1259 KW_no_damage,
1281 KW_NULL, 1260 KW_obj_original,
1282 KW_NULL, 1261 KW_NULL,
1283 KW_activate_on_push, 1262 KW_activate_on_push,
1284 KW_activate_on_release, 1263 KW_activate_on_release,
1285 KW_is_water, 1264 KW_is_water,
1286 KW_use_content_on_gen, 1265 KW_use_content_on_gen,
1287 KW_NULL, 1266 KW_NULL,
1288 KW_is_buildable, 1267 KW_is_buildable,
1289 /* 110 */ 1268 /* 110 */
1269 KW_destroy_on_death,
1270 KW_NULL,
1290 }; 1271 };
1291 1272
1292 int i; 1273 int i;
1293 1274
1294 /* This saves the key/value lists. We do it first so that any 1275 /* This saves the key/value lists. We do it first so that any
1295 * keys that match field names will be overwritten by the loader. 1276 * keys that match field names will be overwritten by the loader.
1296 */ 1277 */
1297 for (key_value *my_field = op->key_values; my_field != NULL; my_field = my_field->next) 1278 for (key_value *my_field = op->key_values; my_field; my_field = my_field->next)
1298 { 1279 {
1299 /* Find the field in the opposing member. */ 1280 /* Find the field in the opposing member. */
1300 key_value *arch_field = get_ob_key_link (tmp, my_field->key); 1281 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1301 1282
1302 /* If there's no partnering field, or it's got a different value, save our field. */ 1283 /* If there's no partnering field, or it's got a different value, save our field. */
1303 if (!arch_field || my_field->value != arch_field->value) 1284 if (!arch_field || my_field->value != arch_field->value)
1304 f.put (my_field->key, my_field->value); 1285 f.put (my_field->key, my_field->value);
1305 } 1286 }
1306 1287
1307 /* We don't need to worry about the arch's extra fields - they 1288 /* We don't need to worry about the arch's extra fields - they
1308 * will get taken care of the copy_object function. 1289 * will get taken care of the copy_to method.
1309 */ 1290 */
1310 1291
1311 { 1292 {
1312 char uids[64]; 1293 char uids[64];
1313 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq); 1294 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1386 f.put (resist_save[i], op->resist[i]); 1367 f.put (resist_save[i], op->resist[i]);
1387 1368
1388 CMP_OUT (path_attuned); 1369 CMP_OUT (path_attuned);
1389 CMP_OUT (path_repelled); 1370 CMP_OUT (path_repelled);
1390 CMP_OUT (path_denied); 1371 CMP_OUT (path_denied);
1391 CMP_OUT (material); 1372 CMP_OUT2 (material, materials);//TODO: nuke
1392 CMP_OUT (materialname); 1373 CMP_OUT (materialname);
1393 CMP_OUT (value); 1374 CMP_OUT (value);
1394 CMP_OUT (carrying); 1375 CMP_OUT (carrying);
1395 CMP_OUT (weight); 1376 CMP_OUT (weight);
1396 CMP_OUT (invisible); 1377 CMP_OUT (invisible);
1430 CMP_OUT (move_on); 1411 CMP_OUT (move_on);
1431 CMP_OUT (move_off); 1412 CMP_OUT (move_off);
1432 CMP_OUT (move_slow); 1413 CMP_OUT (move_slow);
1433 CMP_OUT (move_slow_penalty); 1414 CMP_OUT (move_slow_penalty);
1434 1415
1435 if (!COMPARE_FLAGS (op, tmp)) 1416 if (op->flag != tmp->flag)
1436 for (i = 0; i <= NUM_FLAGS; i++) 1417 for (i = 0; i <= NUM_FLAGS; i++)
1437 if (flag_names[i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) 1418 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1438 f.put (flag_names[i], QUERY_FLAG (op, i) ? "1" : "0"); 1419 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1439 1420
1440 /* Save body locations */ 1421 /* Save body locations */
1441 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1422 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1442 if (op->body_info[i] != tmp->body_info[i]) 1423 if (op->body_info[i] != tmp->body_info[i])
1443 f.put (body_locations[i].save_name, op->body_info[i]); 1424 f.put (body_locations[i].save_name, op->body_info[i]);
1445 1426
1446/* 1427/*
1447 * Dumps all variables in an object to a file. 1428 * Dumps all variables in an object to a file.
1448 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1429 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1449 * the only place this is not set is when saving the player. 1430 * the only place this is not set is when saving the player.
1450 * If bit 1 of flag is set, don't remove the object after save. As of now,
1451 * all of the callers are setting this.
1452 */ 1431 */
1453
1454void 1432void
1455save_object (object_freezer & fp, object *op, int flag) 1433save_object (object_freezer &fp, object *op, int flag)
1456{ 1434{
1457 archetype *at;
1458 object *tmp, *old;
1459
1460 /* Even if the object does have an owner, it would seem that we should 1435 /* Even if the object does have an owner, it would seem that we should
1461 * still save it. 1436 * still save it.
1462 */ 1437 */
1463 if (op->owner) 1438 if (op->owner)
1464 return; 1439 return;
1465 1440
1466 /* If it is unpaid and we don't want to save those, just return. */ 1441 /* If it is unpaid and we don't want to save those, just return. */
1467 if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) 1442 if (!(flag & 1) && op->flag [FLAG_UNPAID])
1468 return; 1443 return;
1469 1444
1470 if ((at = op->arch) == NULL) 1445 archetype *at = op->arch ? (archetype *)op->arch : empty_archetype;
1471 at = empty_archetype;
1472 1446
1473 fp.put (KW_arch, at->name); 1447 fp.put (KW_arch, at->name);
1474
1475 put (fp, op, &at->clone); 1448 put (fp, op, &at->clone);
1476 1449
1477 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ 1450 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
1478 1451
1479 old = NULL;
1480
1481 if (flag & 2)
1482 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1452 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1483 save_object (fp, tmp, flag); 1453 save_object (fp, tmp, flag);
1484 else
1485 /* Slightly different logic because tmp/op will be removed by
1486 * the save_object we call. So we just keep looking at op->inv
1487 * until there is nothing left. In theory, the variable old
1488 * should not be needed, as recursive loops shouldn't happen.
1489 */
1490 while ((tmp = op->inv) != NULL)
1491 {
1492 if (old == tmp)
1493 {
1494 LOG (llevError, " Recursive loop in inventory\n");
1495 break;
1496 }
1497
1498 save_object (fp, tmp, flag);
1499 old = tmp;
1500 }
1501
1502 if (!(flag & 2))
1503 {
1504 op->remove ();
1505 op->destroy (0);
1506 }
1507 1454
1508 fp.put (op); 1455 fp.put (op);
1509 fprintf (fp, "end\n"); 1456 fp.put (KW_end);
1510} 1457}
1511 1458
1459/////////////////////////////////////////////////////////////////////////////
1460
1461bool load_resource_file (const char *filename)
1462{
1463 object_thawer f (filename);
1464
1465 f.next_kv ();
1466
1467 for (;;)
1468 {
1469 switch (f.kw)
1470 {
1471 case KW_region:
1472 if (!region::load (f))
1473 return false;
1474 break;
1475
1476 case KW_EOF:
1477 return true;
1478
1479 default:
1480 if (!f.parse_error ("resource file"))
1481 return false;
1482 }
1483
1484 f.next_kv ();
1485 }
1486}
1487

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