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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.37 by pippijn, Tue Jan 2 23:39:21 2007 UTC vs.
Revision 1.48 by root, Fri Jan 19 17:50:10 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
29#include <global.h> 30#include <global.h>
30#include <loader.h> 31#include <loader.h>
31#include <sproto.h> 32#include <sproto.h>
33
34// future resource loader base class
35struct loader_base
36{
37 virtual archetype *get_arch (const char *name);
38 virtual void put_arch (archetype *arch);
39
40 virtual object *get_object (const char *name);
41 virtual void put_object (object *op);
42
43 virtual player *get_player ();
44 virtual void put_player (player *pl);
45
46 virtual region *get_region ();
47 virtual void put_region (region *region);
48
49 virtual facetile *get_face (const char *name);
50 virtual void put_face (facetile *face);
51
52 virtual treasurelist *get_treasure (const char *name, bool one = false);
53 virtual void put_treasure (treasurelist *treasure);
54
55 virtual animation *get_animation (const char *name);
56 virtual void put_animation (animation *anim);
57};
58
59// future generic resource loader
60// handles generic stuff valid in most files, such as
61// animations, treasures, faces and so on
62struct loader_generic : loader_base
63{
64 virtual region *get_region ();
65 virtual void put_region (region *region);
66
67 virtual facetile *get_face (const char *name);
68 virtual void put_face (facetile *face);
69
70 virtual treasurelist *get_treasure (const char *name, bool one = false);
71 virtual void put_treasure (treasurelist *treasure);
72
73 virtual animation *get_animation (const char *name);
74 virtual void put_animation (animation *anim);
75};
32 76
33/* Maps the MOVE_* values to names */ 77/* Maps the MOVE_* values to names */
34static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL }; 78static const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL };
35 79
36/* This table is only necessary to convert objects that existed before the 80/* This table is only necessary to convert objects that existed before the
263static void 307static void
264check_loaded_object (object *op) 308check_loaded_object (object *op)
265{ 309{
266 int ip; 310 int ip;
267 311
268 /* We do some specialized handling to handle legacy cases of name_pl. 312 /* We do some specialised handling to handle legacy cases of name_pl.
269 * If the object doesn't have a name_pl, we just use the object name - 313 * If the object doesn't have a name_pl, we just use the object name -
270 * this isn't perfect (things won't be properly pluralized), but works to 314 * this isn't perfect (things won't be properly pluralised), but works to
271 * that degree (5 heart is still quite understandable). But the case we 315 * that degree (5 heart is still quite understandable). But the case we
272 * also have to catch is if this object is not using the normal name for 316 * also have to catch is if this object is not using the normal name for
273 * the object. In that case, we also want to use the loaded name. 317 * the object. In that case, we also want to use the loaded name.
274 * Otherwise, what happens is that the the plural name will lose 318 * Otherwise, what happens is that the the plural name will lose
275 * information (appear as just 'hearts' and not 'goblins heart') 319 * information (appear as just 'hearts' and not 'goblins heart')
320 { 364 {
321 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 365 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ());
322 op->gen_sp_armour = op->last_heal; 366 op->gen_sp_armour = op->last_heal;
323 op->last_heal = 0; 367 op->last_heal = 0;
324 } 368 }
325 if (editor) 369
326 ip = 0;
327 else
328 ip = calc_item_power (op, 0); 370 ip = calc_item_power (op, 0);
329 /* Legacy objects from before item power was in the game */ 371 /* Legacy objects from before item power was in the game */
330 if (!op->item_power && ip) 372 if (!op->item_power && ip)
331 { 373 {
332 if (ip > 3) 374 if (ip > 3)
333 { 375 {
631 if (!str) 673 if (!str)
632 { 674 {
633 op->animation_id = 0; 675 op->animation_id = 0;
634 CLEAR_FLAG (op, FLAG_ANIMATE); 676 CLEAR_FLAG (op, FLAG_ANIMATE);
635 } 677 }
636 else
637 {
638 op->animation_id = find_animation (str); 678 else if ((op->animation_id = find_animation (str)))
639 SET_FLAG (op, FLAG_ANIMATE); 679 SET_FLAG (op, FLAG_ANIMATE);
640 }
641 } 680 }
642 681
643 break; 682 break;
644 683
645 case KW_last_heal: thawer.get (op->last_heal); break; 684 case KW_last_heal: thawer.get (op->last_heal); break;
652 thawer.get (op->speed); 691 thawer.get (op->speed);
653 692
654 //TODO: maybe do in check_object 693 //TODO: maybe do in check_object
655 // removed check for style maps 694 // removed check for style maps
656 if (op->speed < 0) 695 if (op->speed < 0)
657 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; 696 op->speed_left = op->speed_left - rndm ();
658 697
659 break; 698 break;
660 699
661 case KW_slow_move: 700 case KW_slow_move:
662 op->move_slow |= MOVE_WALK; 701 op->move_slow |= MOVE_WALK;
816 CLEAR_FLAG (op, FLAG_WIZCAST); 855 CLEAR_FLAG (op, FLAG_WIZCAST);
817 } 856 }
818 break; 857 break;
819 858
820 case KW_friendly: 859 case KW_friendly:
821 GET_FLAG (op, FLAG_FRIENDLY); 860 if (thawer.get_sint32 ())
822 //TODO: move to check_object or so 861 if (op->type != PLAYER)
823 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY))
824 add_friendly_object (op); 862 add_friendly_object (op);
863
825 break; 864 break;
826 865
827 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break; 866 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break;
828 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break; 867 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break;
829 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break; 868 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break;
830 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; 869 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break;
870 case KW_obj_original: GET_FLAG (op, FLAG_OBJ_ORIGINAL); break;
831 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; 871 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break;
832 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; 872 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break;
833 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; 873 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break;
834 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; 874 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break;
835 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; 875 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break;
906 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; 946 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break;
907 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; 947 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break;
908 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; 948 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break;
909 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; 949 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break;
910 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; 950 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break;
951 case KW_destroy_on_death: GET_FLAG (op, FLAG_DESTROY_ON_DEATH); break;
911 952
912 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; 953 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break;
913 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; 954 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break;
914 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; 955 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break;
915 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; 956 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break;
1266 KW_berserk, 1307 KW_berserk,
1267 KW_neutral, 1308 KW_neutral,
1268 /* 100 */ 1309 /* 100 */
1269 KW_no_attack, 1310 KW_no_attack,
1270 KW_no_damage, 1311 KW_no_damage,
1271 KW_NULL, 1312 KW_obj_original,
1272 KW_NULL, 1313 KW_NULL,
1273 KW_activate_on_push, 1314 KW_activate_on_push,
1274 KW_activate_on_release, 1315 KW_activate_on_release,
1275 KW_is_water, 1316 KW_is_water,
1276 KW_use_content_on_gen, 1317 KW_use_content_on_gen,
1277 KW_NULL, 1318 KW_NULL,
1278 KW_is_buildable, 1319 KW_is_buildable,
1279 /* 110 */ 1320 /* 110 */
1321 KW_destroy_on_death,
1322 KW_NULL,
1280 }; 1323 };
1281 1324
1282 int i; 1325 int i;
1283 1326
1284 /* This saves the key/value lists. We do it first so that any 1327 /* This saves the key/value lists. We do it first so that any
1285 * keys that match field names will be overwritten by the loader. 1328 * keys that match field names will be overwritten by the loader.
1286 */ 1329 */
1287 for (key_value *my_field = op->key_values; my_field != NULL; my_field = my_field->next) 1330 for (key_value *my_field = op->key_values; my_field; my_field = my_field->next)
1288 { 1331 {
1289 /* Find the field in the opposing member. */ 1332 /* Find the field in the opposing member. */
1290 key_value *arch_field = get_ob_key_link (tmp, my_field->key); 1333 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1291 1334
1292 /* If there's no partnering field, or it's got a different value, save our field. */ 1335 /* If there's no partnering field, or it's got a different value, save our field. */

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