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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.24 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.41 by root, Sun Jan 7 23:10:42 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
263static void 264static void
264check_loaded_object (object *op) 265check_loaded_object (object *op)
265{ 266{
266 int ip; 267 int ip;
267 268
268 /* We do some specialized handling to handle legacy cases of name_pl. 269 /* 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 - 270 * 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 271 * 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 272 * 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 273 * 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. 274 * 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 275 * Otherwise, what happens is that the the plural name will lose
275 * information (appear as just 'hearts' and not 'goblins heart') 276 * information (appear as just 'hearts' and not 'goblins heart')
279 280
280 if (!op->name_pl) 281 if (!op->name_pl)
281 op->name_pl = op->name; 282 op->name_pl = op->name;
282 283
283 /* objects now have a materialname. try to patch it in */ 284 /* objects now have a materialname. try to patch it in */
284 if (!(IS_WEAPON (op) && op->level > 0)) 285 if (!(op->is_weapon () && op->level > 0))
285 { 286 {
286 if (op->map != NULL) 287 if (op->map != NULL)
287 set_materialname (op, op->map->difficulty, NULL); 288 set_materialname (op, op->map->difficulty, NULL);
288 else 289 else
289 set_materialname (op, 5, NULL); 290 set_materialname (op, 5, NULL);
320 { 321 {
321 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 322 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; 323 op->gen_sp_armour = op->last_heal;
323 op->last_heal = 0; 324 op->last_heal = 0;
324 } 325 }
325 if (editor) 326
326 ip = 0;
327 else
328 ip = calc_item_power (op, 0); 327 ip = calc_item_power (op, 0);
329 /* Legacy objects from before item power was in the game */ 328 /* Legacy objects from before item power was in the game */
330 if (!op->item_power && ip) 329 if (!op->item_power && ip)
331 { 330 {
332 if (ip > 3) 331 if (ip > 3)
333 { 332 {
487 SET_FLAG (op, flag); \ 486 SET_FLAG (op, flag); \
488 else \ 487 else \
489 CLEAR_FLAG (op, flag) \ 488 CLEAR_FLAG (op, flag) \
490 489
491int 490int
492parse_object (object *op, object_thawer & thawer, int map_flags) 491parse_object (object *op, object_thawer &thawer, int map_flags)
493{ 492{
494 bool ismore = 0; 493 bool ismore = 0;
495 object *op_inv = op->inv; 494 object *op_inv = op->inv;
496 495
497 for (;;) 496 for (;;)
502 { 501 {
503 case KW_Object: // uppercase alias 502 case KW_Object: // uppercase alias
504 case KW_object: 503 case KW_object:
505 thawer.get (op->name); 504 thawer.get (op->name);
506 505
507 if (op->arch != NULL) 506 if (op->arch)
508 op->arch->name = op->name; 507 op->arch->name = op->name;
509 508
510 break; 509 break;
511 510
512 case KW_uuid: 511 case KW_uuid:
551 */ 550 */
552 archetype *arch = archetype::find (str); 551 archetype *arch = archetype::find (str);
553 552
554 object *tmp; 553 object *tmp;
555 554
556 if (arch != NULL) 555 if (arch)
557 tmp = arch_to_object (arch); 556 tmp = arch_to_object (arch);
558 else 557 else
559 { 558 {
560 tmp = object::create (); 559 tmp = object::create ();
561 /* record the name of the broken object */ 560 /* record the name of the broken object */
562 tmp->name = str; 561 tmp->name = str;
563 } 562 }
563
564 // decativate the object we, as we are still going
565 // to read the speed value. Objects should be activated
566 // when the map, object or player is completly loaded.
567 tmp->deactivate ();
564 568
565 parse_object (tmp, thawer, map_flags); 569 parse_object (tmp, thawer, map_flags);
566 570
567 if (tmp->arch) 571 if (tmp->arch)
568 { 572 {
601 { 605 {
602 /* This is the actual archetype definition then */ 606 /* This is the actual archetype definition then */
603 op->arch = archetype::find (str); 607 op->arch = archetype::find (str);
604 608
605 if (op->arch) 609 if (op->arch)
610 {
606 op->arch->clone.copy_to (op); 611 op->arch->clone.copy_to (op);
612 // copy_to activates, this should be fixed properly
613 op->deactivate ();
614 }
607 else if (!arch_init) 615 else if (!arch_init)
608 /* record the name of the broken object */ 616 /* record the name of the broken object */
609 op->name = str; 617 op->name = str;
610 } 618 }
611 } 619 }
641 649
642 case KW_speed: 650 case KW_speed:
643 thawer.get (op->speed); 651 thawer.get (op->speed);
644 652
645 //TODO: maybe do in check_object 653 //TODO: maybe do in check_object
646 if (!(map_flags & MAP_STYLE)) 654 // removed check for style maps
647 {
648 if (op->speed < 0) 655 if (op->speed < 0)
649 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; 656 op->speed_left = op->speed_left - RANDOM () % 100 / 100.0;
650
651 update_ob_speed (op);
652 }
653 657
654 break; 658 break;
655 659
656 case KW_slow_move: 660 case KW_slow_move:
657 op->move_slow |= MOVE_WALK; 661 op->move_slow |= MOVE_WALK;
825 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; 829 case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break;
826 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; 830 case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break;
827 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; 831 case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break;
828 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; 832 case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break;
829 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; 833 case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break;
830 case KW_treasure: GET_FLAG (op, FLAG_TREASURE); break;
831 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; 834 case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break;
832 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break; 835 case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break;
833 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break; 836 case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break;
834 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break; 837 case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break;
835 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break; 838 case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break;
902 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; 905 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break;
903 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; 906 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break;
904 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; 907 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break;
905 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; 908 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break;
906 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; 909 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break;
910 case KW_destroy_on_death: GET_FLAG (op, FLAG_DESTROY_ON_DEATH); break;
907 911
908 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; 912 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break;
909 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; 913 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break;
910 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; 914 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break;
911 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; 915 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break;
981 case KW_randomitems: 985 case KW_randomitems:
982 op->randomitems = find_treasurelist (thawer.get_str ()); 986 op->randomitems = find_treasurelist (thawer.get_str ());
983 break; 987 break;
984 988
985 case KW_msg: 989 case KW_msg:
986 {
987 thawer.get_ml (KW_endmsg, op->msg); 990 thawer.get_ml (KW_endmsg, op->msg);
988 //TODO: allow longer messages 991 //TODO: allow longer messages
989 if (strlen (op->msg) >= HUGE_BUF) 992 if (strlen (op->msg) >= HUGE_BUF)
990 { 993 {
991 LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); 994 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg);
992 op->msg = "ERROR, please report: string too long, winged.\n"; 995 op->msg = "ERROR, please report: string too long, winged.\n";
993 } 996 }
994 }
995 break; 997 break;
996 998
997 case KW_lore: 999 case KW_lore:
998 {
999 shstr msgbuf;
1000
1001 thawer.get_ml (KW_endlore, op->lore); 1000 thawer.get_ml (KW_endlore, op->lore);
1002 //TODO: allow longer messages 1001 //TODO: allow longer messages
1003 /* Just print a warning so we can be reasonably safe 1002 /* Just print a warning so we can be reasonably safe
1004 * about not overflowing the buffer. 1003 * about not overflowing the buffer.
1005 */ 1004 */
1006 if (strlen (op->lore) > (HUGE_BUF / 2)) 1005 if (strlen (op->lore) > (HUGE_BUF / 2))
1007 LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", 1006 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
1008 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 1007 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1009 }
1010 break; 1008 break;
1011 1009
1012 case KW_editable: 1010 case KW_editable:
1013 case KW_editor_folder: 1011 case KW_editor_folder:
1014 break; 1012 break;
1031 1029
1032 case KW_EOF: 1030 case KW_EOF:
1033 return LL_EOF; 1031 return LL_EOF;
1034 1032
1035 case KW_ERROR: 1033 case KW_ERROR:
1036 set_ob_key_value (op, thawer.line, thawer.last_value, true); 1034 set_ob_key_value (op, thawer.last_keyword, thawer.last_value, true);
1037 //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D 1035 //fprintf (stderr, "addkv(%s,%s)\n", thawer.last_keyword, thawer.last_value);//D
1038
1039 //TODO: skip line, ugly, factor parsing better
1040 if (thawer.last_value)
1041 thawer.line = thawer.last_value;
1042
1043 thawer.line += strlen (thawer.line) + 1;
1044
1045 break; 1036 break;
1046 1037
1047 default: 1038 default:
1048 LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]); 1039 LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str[kw]);
1049 break; 1040 break;
1063 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should 1054 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
1064 * be reset. 1055 * be reset.
1065 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) 1056 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
1066 * 1057 *
1067 */ 1058 */
1068
1069int 1059int
1070load_object (object_thawer & fp, object *op, int map_flags) 1060load_object (object_thawer &fp, object *op, int map_flags)
1071{ 1061{
1062 coroapi::cede_every (1000); // cede once in a while
1063
1072 return parse_object (op, fp, map_flags); 1064 return parse_object (op, fp, map_flags);
1073} 1065}
1074
1075 1066
1076/* This takes a buffer, scans it for variables, and sets those variables 1067/* This takes a buffer, scans it for variables, and sets those variables
1077 * as appropriate in op. 1068 * as appropriate in op.
1078 * 1069 *
1079 * This function appears to be used in only 2 places - in crossedit to 1070 * This function appears to be used in only 2 places - in crossedit to
1182 KW_monster, 1173 KW_monster,
1183 KW_friendly, 1174 KW_friendly,
1184 KW_generator, 1175 KW_generator,
1185 KW_is_thrown, 1176 KW_is_thrown,
1186 KW_auto_apply, 1177 KW_auto_apply,
1187 KW_treasure, 1178 KW_NULL, // was KW_treasure
1188 KW_player_sold, 1179 KW_player_sold,
1189 /* 20 */ 1180 /* 20 */
1190 KW_see_invisible, 1181 KW_see_invisible,
1191 KW_can_roll, 1182 KW_can_roll,
1192 KW_overlay_floor, 1183 KW_overlay_floor,
1284 KW_is_water, 1275 KW_is_water,
1285 KW_use_content_on_gen, 1276 KW_use_content_on_gen,
1286 KW_NULL, 1277 KW_NULL,
1287 KW_is_buildable, 1278 KW_is_buildable,
1288 /* 110 */ 1279 /* 110 */
1280 KW_destroy_on_death,
1289 }; 1281 };
1290 1282
1291 int i; 1283 int i;
1292 1284
1293 /* This saves the key/value lists. We do it first so that any 1285 /* This saves the key/value lists. We do it first so that any
1429 CMP_OUT (move_on); 1421 CMP_OUT (move_on);
1430 CMP_OUT (move_off); 1422 CMP_OUT (move_off);
1431 CMP_OUT (move_slow); 1423 CMP_OUT (move_slow);
1432 CMP_OUT (move_slow_penalty); 1424 CMP_OUT (move_slow_penalty);
1433 1425
1434 if (op->flags != tmp->flags) 1426 if (op->flag != tmp->flag)
1435 for (i = 0; i <= NUM_FLAGS; i++) 1427 for (i = 0; i <= NUM_FLAGS; i++)
1436 if (flag_names[i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) 1428 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1437 f.put (flag_names[i], QUERY_FLAG (op, i) ? "1" : "0"); 1429 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1438 1430
1439 /* Save body locations */ 1431 /* Save body locations */
1440 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1432 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1441 if (op->body_info[i] != tmp->body_info[i]) 1433 if (op->body_info[i] != tmp->body_info[i])
1442 f.put (body_locations[i].save_name, op->body_info[i]); 1434 f.put (body_locations[i].save_name, op->body_info[i]);
1444 1436
1445/* 1437/*
1446 * Dumps all variables in an object to a file. 1438 * Dumps all variables in an object to a file.
1447 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1439 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1448 * the only place this is not set is when saving the player. 1440 * the only place this is not set is when saving the player.
1449 * If bit 1 of flag is set, don't remove the object after save. As of now,
1450 * all of the callers are setting this.
1451 */ 1441 */
1452
1453void 1442void
1454save_object (object_freezer & fp, object *op, int flag) 1443save_object (object_freezer &fp, object *op, int flag)
1455{ 1444{
1456 archetype *at;
1457 object *tmp, *old;
1458
1459 /* Even if the object does have an owner, it would seem that we should 1445 /* Even if the object does have an owner, it would seem that we should
1460 * still save it. 1446 * still save it.
1461 */ 1447 */
1462 if (op->owner) 1448 if (op->owner)
1463 return; 1449 return;
1464 1450
1465 /* If it is unpaid and we don't want to save those, just return. */ 1451 /* If it is unpaid and we don't want to save those, just return. */
1466 if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) 1452 if (!(flag & 1) && op->flag [FLAG_UNPAID])
1467 return; 1453 return;
1468 1454
1469 if ((at = op->arch) == NULL) 1455 archetype *at = op->arch ? (archetype *)op->arch : empty_archetype;
1470 at = empty_archetype;
1471 1456
1472 fp.put (KW_arch, at->name); 1457 fp.put (KW_arch, at->name);
1473
1474 put (fp, op, &at->clone); 1458 put (fp, op, &at->clone);
1475 1459
1476 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ 1460 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
1477 1461
1478 old = NULL;
1479
1480 if (flag & 2)
1481 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1462 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1482 save_object (fp, tmp, flag); 1463 save_object (fp, tmp, flag);
1483 else
1484 /* Slightly different logic because tmp/op will be removed by
1485 * the save_object we call. So we just keep looking at op->inv
1486 * until there is nothing left. In theory, the variable old
1487 * should not be needed, as recursive loops shouldn't happen.
1488 */
1489 while ((tmp = op->inv) != NULL)
1490 {
1491 if (old == tmp)
1492 {
1493 LOG (llevError, " Recursive loop in inventory\n");
1494 break;
1495 }
1496
1497 save_object (fp, tmp, flag);
1498 old = tmp;
1499 }
1500
1501 if (!(flag & 2))
1502 op->destroy ();
1503 1464
1504 fp.put (op); 1465 fp.put (op);
1505 fprintf (fp, "end\n"); 1466 fp.put (KW_end);
1506} 1467}
1507 1468

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