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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.70 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.98 by root, Wed Aug 1 20:07:06 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
257/* This function checks the object after it has been loaded (when we 256/* This function checks the object after it has been loaded (when we
258 * get the 'end' in the input stream). This function can be used to 257 * get the 'end' in the input stream). This function can be used to
259 * deal with legacy objects where fields may have changed. It can also be used 258 * deal with legacy objects where fields may have changed. It can also be used
260 * to check for objects to make sure there are no common errors. 259 * to check for objects to make sure there are no common errors.
261 */ 260 */
262static void 261void
263check_loaded_object (object *op) 262object::post_load_check ()
264{ 263{
264 if (type >= NUM_TYPES)
265 {
266 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
267 type = 0;
268 }
269
270 switch (type)
271 {
272 case BOW:
273 case WAND:
274 case ROD:
275 case HORN:
276 if (slot [body_range].info != -1)
277 {
278 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
279 slot [body_range].info = -1;
280 }
281 break;
282
283 case WEAPON:
284 if (slot [body_combat].info != -1)
285 {
286 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
287 slot [body_combat].info = -1;
288 }
289 break;
290
291 case SHIELD:
292 if (slot [body_shield].info != -1)
293 {
294 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
295 slot [body_shield].info = -1;
296 }
297 break;
298
299 case PLAYER:
300 if (slot [body_shield].info != 1)
301 {
302 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
303 slot [body_shield].info = 1;
304 }
305
306 if (slot [body_combat].info != 1)
307 {
308 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
309 slot [body_combat].info = 1;
310 }
311
312 if (slot [body_range].info != 1)
313 {
314 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
315 slot [body_range].info = 1;
316 }
317 break;
318 }
319
265 /* We do some specialised handling to handle legacy cases of name_pl. 320 /* We do some specialised handling to handle legacy cases of name_pl.
266 * If the object doesn't have a name_pl, we just use the object name - 321 * If the object doesn't have a name_pl, we just use the object name -
267 * this isn't perfect (things won't be properly pluralised), but works to 322 * this isn't perfect (things won't be properly pluralised), but works to
268 * that degree (5 heart is still quite understandable). But the case we 323 * that degree (5 heart is still quite understandable). But the case we
269 * also have to catch is if this object is not using the normal name for 324 * also have to catch is if this object is not using the normal name for
270 * the object. In that case, we also want to use the loaded name. 325 * the object. In that case, we also want to use the loaded name.
271 * Otherwise, what happens is that the the plural name will lose 326 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 327 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 328 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 329 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
275 op->name_pl = 0; 330 name_pl = 0;
276 331
277 if (!op->name_pl) 332 if (!name_pl)
278 op->name_pl = op->name; 333 name_pl = name;
279 334
280 /* objects now have a materialname. try to patch it in */ 335 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 336 if (!(is_weapon () && level > 0))
282 { 337 set_materialname (this, map ? map->difficulty : 5, 0);
283 if (op->map != NULL)
284 set_materialname (op, op->map->difficulty, NULL);
285 else
286 set_materialname (op, 5, NULL);
287 }
288 338
289 /* only do these when program is first run - a bit 339 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 340 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 341 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 342 * not in the ideal fashion.
293 */ 343 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 344 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 345 {
296 if (!op->skill) 346 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 347 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 348 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 349 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2))
300 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); 350 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 351 }
302 352
303 /* We changed last_heal to gen_sp_armour, which is what it 353 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 354 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 355 * that may have an old value.
306 */ 356 */
307 if (op->type == WEAPON 357 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 358 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 359 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 360 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 361 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 362 || type == BRACERS || type == CLOAK)
313 { 363 {
314 if (op->last_heal) 364 if (last_heal)
315 { 365 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 366 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 367 gen_sp_armour = last_heal;
318 op->last_heal = 0; 368 last_heal = 0;
319 } 369 }
320 370
321 int ip = calc_item_power (op, 0); 371 int ip = calc_item_power (this, 0);
322 372
323 /* Legacy objects from before item power was in the game */ 373 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 374 if (!item_power && ip)
325 { 375 {
326 if (ip > 3) 376 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 377 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 378
329 op->item_power = ip; 379 item_power = ip;
330 } 380 }
331 381
332 /* Check for possibly bogus values. Has to meet both these criteria - 382 /* Check for possibly bogus values. Has to meet both these criteria -
333 * something that has item_power 1 is probably just fine if our calculated 383 * something that has item_power 1 is probably just fine if our calculated
334 * value is 1 or 2 - these values are small enough that hard to be precise. 384 * value is 1 or 2 - these values are small enough that hard to be precise.
335 * similarly, it item_power is 0, the first check will always pass, 385 * similarly, it item_power is 0, the first check will always pass,
336 * but not the second one. 386 * but not the second one.
337 */ 387 */
388#if 0 //TODO
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 389 if (ip > 2 * item_power && ip > (item_power + 3))
339 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); 390 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
391#endif
340 } 392 }
341 393
342 /* Old spellcasting object - need to load in the appropiate object */ 394 /* Old spellcasting object - need to load in the appropiate object */
343 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || 395 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
344 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 396 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
345 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !loading_arch) 397 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 398 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 399 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 400 * in that spell was stored in sp.
349 */ 401 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 402 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 403 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 404 randomitems = NULL; /* So another spell isn't created for this object */
353 } 405 }
354 406
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 407 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
356 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !loading_arch) 408 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 409 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 410 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 411 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 412 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 413 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 414 value = arch->value * inv->value;
363 } 415 }
364 416
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 417 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 418 {
367 if (op->stats.hp > op->stats.maxhp) 419 if (stats.hp > stats.maxhp)
368 { 420 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 421 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
370 op->stats.maxhp = op->stats.hp; 422 stats.maxhp = stats.hp;
371 } 423 }
372 424
373 /* The archs just need to be updated for this */ 425 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 426 if (move_type == 0)
375 op->move_type = MOVE_WALK; 427 move_type = MOVE_WALK;
376 } 428 }
377 429
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 430 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 431 {
380 /* Object will duplicate it's content as part of the 432 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 433 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 434 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 435 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 436 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 437 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 438 }
387 439
388 /* Handle player movers. We use move_type for player movers 440 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 441 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 442 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 443 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 444 * are doing, otherwise, set move_type based on maxhp value.
393 */ 445 */
394 if (op->type == PLAYERMOVER) 446 if (type == PLAYERMOVER)
395 { 447 {
396 if (!op->move_type) 448 if (!move_type)
397 { 449 {
398 if (op->stats.maxhp) 450 if (stats.maxhp)
399 { 451 {
400 op->move_type = MOVE_ALL; 452 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 453 stats.maxhp = 0;
402 } 454 }
403 else 455 else
404 op->move_type = MOVE_WALK; 456 move_type = MOVE_WALK;
405 } 457 }
406 } 458 }
407
408} 459}
409 460
410static void 461static void
411set_move (MoveType &mt, const char *str) 462set_move (MoveType &mt, const char *str)
412{ 463{
418 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH }, 469 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH },
419 { "fly_low" , MOVE_FLY_LOW }, 470 { "fly_low" , MOVE_FLY_LOW },
420 { "fly_high", MOVE_FLY_HIGH }, 471 { "fly_high", MOVE_FLY_HIGH },
421 { "swim" , MOVE_SWIM }, 472 { "swim" , MOVE_SWIM },
422 { "boat" , MOVE_BOAT }, 473 { "boat" , MOVE_BOAT },
474 { "ship" , MOVE_SHIP },
423 { "all" , MOVE_ALL }, 475 { "all" , MOVE_ALL },
424 }; 476 };
425 477
426 if (!str) 478 if (!str)
427 { 479 {
464 516
465next: ; 517next: ;
466 } 518 }
467} 519}
468 520
469#define GET_FLAG(op,flag) \ 521#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
470 if (f.get_sint32 ()) \
471 SET_FLAG (op, flag); \
472 else \
473 CLEAR_FLAG (op, flag) \
474 522
475bool 523bool
476object::parse_kv (object_thawer &f) 524object::parse_kv (object_thawer &f)
477{ 525{
478 assert (f.kw == KW_object || f.kw == KW_arch);
479
480 if (f.kw == KW_object)
481 f.get (name); // preset name from object name
482
483 f.next ();
484
485 object *op_inv = inv; 526 object *op_inv = inv;
486 527
487 for (;;) 528 for (;;)
488 { 529 {
489 switch (f.kw) 530 switch (f.kw)
594 f.get (move_slow_penalty); 635 f.get (move_slow_penalty);
595 break; 636 break;
596 637
597 case KW_face: 638 case KW_face:
598 face = face_find (f.get_str ()); 639 face = face_find (f.get_str ());
640 break;
641
642 case KW_sound:
643 sound = sound_find (f.get_str ());
644 if (!sound)
645 f.parse_warn ("sound not found");
646 break;
647
648 case KW_sound_destroy:
649 sound_destroy = sound_find (f.get_str ());
650 if (!sound_destroy)
651 f.parse_warn ("sound not found");
599 break; 652 break;
600 653
601 case KW_x: f.get (x); break; 654 case KW_x: f.get (x); break;
602 case KW_y: f.get (y); break; 655 case KW_y: f.get (y); break;
603 656
730 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 783 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
731 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 784 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
732 785
733 break; 786 break;
734 787
735 case KW_wiz:
736 GET_FLAG (this, FLAG_WIZ);
737 //TODO: move to check_object
738 if (QUERY_FLAG (this, FLAG_WIZ))
739 {
740 SET_FLAG (this, FLAG_WAS_WIZ);
741 SET_FLAG (this, FLAG_WIZPASS);
742 SET_FLAG (this, FLAG_WIZCAST);
743 }
744 else
745 {
746 CLEAR_FLAG (this, FLAG_WIZPASS);
747 CLEAR_FLAG (this, FLAG_WIZCAST);
748 }
749 break;
750
751 case KW_friendly: 788 case KW_friendly:
752 if (f.get_sint32 ()) 789 if (f.get_bool ())
753 if (type != PLAYER) 790 if (type != PLAYER)
754 add_friendly_object (this); 791 add_friendly_object (this);
755 792
756 break; 793 break;
757 794
786 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 823 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
787 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 824 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
788 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 825 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
789 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 826 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
790 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 827 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
791 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
792 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 828 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
793 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 829 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
794 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 830 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
795 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 831 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
796 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 832 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
839 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; 875 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
840 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; 876 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
841 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 877 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
842 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 878 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
843 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 879 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
880 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
881 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
844 882
845 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 883 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
846 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 884 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
847 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 885 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
848 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 886 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
894 case KW_dam_modifier: f.get (dam_modifier); break; 932 case KW_dam_modifier: f.get (dam_modifier); break;
895 case KW_duration_modifier: f.get (duration_modifier); break; 933 case KW_duration_modifier: f.get (duration_modifier); break;
896 934
897 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 935 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
898 //TODO: parse from other include files 936 //TODO: parse from other include files
899 case KW_body_range: f.get (body_info[0]); break; 937 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
900 case KW_body_arm: f.get (body_info[1]); break; 938 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
901 case KW_body_torso: f.get (body_info[2]); break; 939 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
902 case KW_body_head: f.get (body_info[3]); break; 940 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
903 case KW_body_neck: f.get (body_info[4]); break; 941 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
904 case KW_body_skill: f.get (body_info[5]); break; 942 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
905 case KW_body_finger: f.get (body_info[6]); break; 943 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
906 case KW_body_shoulder: f.get (body_info[7]); break; 944 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
907 case KW_body_foot: f.get (body_info[8]); break; 945 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
908 case KW_body_hand: f.get (body_info[9]); break; 946 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
909 case KW_body_wrist: f.get (body_info[10]); break; 947 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
910 case KW_body_waist: f.get (body_info[11]); break; 948 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
949 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
950 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
911 case KW_can_apply: 951 case KW_can_apply:
912 break; 952 break;
913 953
914 case KW_connected: 954 case KW_connected:
915 add_button_link (this, map, f.get_sint32 ()); 955 add_button_link (this, map, f.get_sint32 ());
924 : treasurelist::find (f.get_str ()); 964 : treasurelist::find (f.get_str ());
925 965
926 if (!randomitems) 966 if (!randomitems)
927 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 967 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
928 } 968 }
969 else
970 randomitems = 0;
929 break; 971 break;
930 972
931 case KW_msg: 973 case KW_msg:
932 f.get_ml (KW_endmsg, msg); 974 f.get_ml (KW_endmsg, msg);
933 //TODO: allow longer messages
934 if (strlen (msg) >= HUGE_BUF)
935 {
936 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
937 msg = "ERROR, please report: string too long, winged.\n";
938 }
939 break; 975 break;
940 976
941 case KW_lore: 977 case KW_lore:
942 f.get_ml (KW_endlore, lore); 978 f.get_ml (KW_endlore, lore);
943 //TODO: allow longer messages
944 /* Just print a warning so we can be reasonably safe
945 * about not overflowing the buffer.
946 */
947 if (strlen (lore) > (HUGE_BUF / 2))
948 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
949 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
950 break; 979 break;
951 980
952 case KW_editable: 981 case KW_editable:
953 case KW_editor_folder: 982 case KW_editor_folder:
954 break; 983 break;
955 984
956 case KW_end: 985 case KW_end:
957 check_loaded_object (this);
958
959 if (!loading_arch) 986 if (!loading_arch)
960 instantiate (); 987 instantiate ();
961 988
962 f.next (); 989 f.next ();
963 return true; 990 return true;
990 arch = archetype::find ("earthwall"); 1017 arch = archetype::find ("earthwall");
991 } 1018 }
992 1019
993 assert (arch); //D maybe use exception handling of sorts? 1020 assert (arch); //D maybe use exception handling of sorts?
994 1021
1022 f.next ();
1023
995 object *op = object::create (); 1024 object *op = object::create ();
996 1025
997 op->map = map; 1026 op->map = map;
998 arch->clone.copy_to (op); 1027 arch->copy_to (op);
999 // copy_to activates, this should be fixed properly 1028 // copy_to activates, this should be fixed properly
1000 op->deactivate (); 1029 op->deactivate ();
1001 1030
1002 if (!op->parse_kv (f)) 1031 if (!op->parse_kv (f))
1003 { 1032 {
1004 op->destroy (true); 1033 op->destroy (true);
1005 return 0; 1034 return 0;
1006 } 1035 }
1007 1036
1037 op->post_load_check ();
1008 return op; 1038 return op;
1009} 1039}
1010 1040
1011/* This takes a buffer, scans it for variables, and sets those variables 1041/* This takes a buffer, scans it for variables, and sets those variables
1012 * as appropriate in op. 1042 * as appropriate in op.
1017int 1047int
1018set_variable (object *op, char *buf) 1048set_variable (object *op, char *buf)
1019{ 1049{
1020 object_thawer f (buf, (AV *)0); 1050 object_thawer f (buf, (AV *)0);
1021 1051
1022 f.kw = KW_arch; // special hack so that parse_kv skips 1052 f.next ();
1023 return op->parse_kv (f); 1053 return op->parse_kv (f);
1024} 1054}
1025 1055
1026/* This returns a string of the integer movement type */ 1056/* This returns a string of the integer movement type */
1027#if 0 1057#if 0
1089 * the 15'th element of this array should match that name. 1119 * the 15'th element of this array should match that name.
1090 * If an entry is NULL, that is a flag not to loaded/saved. 1120 * If an entry is NULL, that is a flag not to loaded/saved.
1091 */ 1121 */
1092 static const keyword flag_names [NUM_FLAGS] = { 1122 static const keyword flag_names [NUM_FLAGS] = {
1093 KW_alive, 1123 KW_alive,
1094 KW_wiz,
1095 KW_NULL, 1124 KW_NULL,
1096 KW_NULL, 1125 KW_NULL,
1097 KW_was_wiz, 1126 KW_NULL,
1127 KW_NULL,
1098 KW_applied, 1128 KW_applied,
1099 KW_unpaid, 1129 KW_unpaid,
1100 KW_can_use_shield, 1130 KW_can_use_shield,
1101 KW_no_pick, 1131 KW_no_pick,
1102 KW_NULL, // walk_on 1132 KW_NULL, // walk_on
1108 KW_monster, 1138 KW_monster,
1109 KW_friendly, 1139 KW_friendly,
1110 KW_generator, 1140 KW_generator,
1111 KW_is_thrown, 1141 KW_is_thrown,
1112 KW_auto_apply, 1142 KW_auto_apply,
1113 KW_NULL, // was KW_treasure 1143 KW_treasure_env,
1114 KW_player_sold, 1144 KW_player_sold,
1115 /* 20 */ 1145 /* 20 */
1116 KW_see_invisible, 1146 KW_see_invisible,
1117 KW_can_roll, 1147 KW_can_roll,
1118 KW_overlay_floor, 1148 KW_overlay_floor,
1179 KW_can_use_skill, 1209 KW_can_use_skill,
1180 KW_been_applied, 1210 KW_been_applied,
1181 /* 80 */ 1211 /* 80 */
1182 KW_has_ready_scroll, 1212 KW_has_ready_scroll,
1183 KW_can_use_rod, 1213 KW_can_use_rod,
1184 KW_NULL, 1214 KW_precious,
1185 KW_can_use_horn, 1215 KW_can_use_horn,
1186 KW_make_invisible, 1216 KW_make_invisible,
1187 KW_inv_locked, 1217 KW_inv_locked,
1188 KW_is_wooded, 1218 KW_is_wooded,
1189 KW_is_hilly, 1219 KW_is_hilly,
1248 CMP_OUT (name_pl); 1278 CMP_OUT (name_pl);
1249 CMP_OUT (custom_name); 1279 CMP_OUT (custom_name);
1250 CMP_OUT (title); 1280 CMP_OUT (title);
1251 CMP_OUT (race); 1281 CMP_OUT (race);
1252 CMP_OUT (slaying); 1282 CMP_OUT (slaying);
1253
1254 if (op->msg != tmp->msg)
1255 f.put (KW_msg, KW_endmsg, op->msg);
1256 if (op->lore != tmp->lore)
1257 f.put (KW_lore, KW_endlore, op->lore);
1258
1259 CMP_OUT (other_arch); 1283 CMP_OUT (other_arch);
1260 1284
1285 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg );
1286 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1287
1261 if (op->face != tmp->face) f.put (KW_face, op->face ? &faces [op->face] : 0); 1288 if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0);
1289 if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0);
1290 if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0);
1262 1291
1263 if (op->animation_id != tmp->animation_id) 1292 if (op->animation_id != tmp->animation_id)
1264 if (op->animation_id) 1293 if (op->animation_id)
1265 { 1294 {
1266 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1295 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1267 1296
1268 if (!QUERY_FLAG (op, FLAG_ANIMATE)) 1297 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1269 f.put (KW_is_animated, (sint32) 0); 1298 f.put (KW_is_animated, (sint32)0);
1270 } 1299 }
1271 else 1300 else
1272 f.put (KW_animation, (const char *) 0); 1301 f.put (KW_animation, (const char *)0);
1273 1302
1274 CMP_OUT2 (str, stats.Str); 1303 CMP_OUT2 (str, stats.Str);
1275 CMP_OUT2 (dex, stats.Dex); 1304 CMP_OUT2 (dex, stats.Dex);
1276 CMP_OUT2 (con, stats.Con); 1305 CMP_OUT2 (con, stats.Con);
1277 CMP_OUT2 (wis, stats.Wis); 1306 CMP_OUT2 (wis, stats.Wis);
1363 if (op->flag != tmp->flag) 1392 if (op->flag != tmp->flag)
1364 for (i = 0; i <= NUM_FLAGS; i++) 1393 for (i = 0; i <= NUM_FLAGS; i++)
1365 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1394 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1366 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1395 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1367 1396
1368 /* Save body locations */ 1397 // save body locations
1369 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1398 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1370 if (op->body_info[i] != tmp->body_info[i]) 1399 if (op->slot[i].info != tmp->slot[i].info)
1371 f.put (body_locations[i].save_name, op->body_info[i]); 1400 f.put (body_locations[i].save_name, op->slot[i].info);
1372} 1401}
1373 1402
1374/* 1403/*
1375 * Dumps all variables in an object to a file. 1404 * Dumps all variables in an object to a file.
1376 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1405 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1385 if (owner) 1414 if (owner)
1386 return true; 1415 return true;
1387 1416
1388 archetype *at = arch ? (archetype *)arch : empty_archetype; 1417 archetype *at = arch ? (archetype *)arch : empty_archetype;
1389 1418
1390 f.put (KW_arch, at->name); 1419 f.put (KW_arch, at->archname);
1391 write_diff (f, this, &at->clone); 1420 write_diff (f, this, at);
1392 1421
1393 for (object *tmp = inv; tmp; tmp = tmp->below) 1422 for (object *tmp = inv; tmp; tmp = tmp->below)
1394 tmp->write (f); 1423 tmp->write (f);
1395 1424
1396 f.put (this); 1425 f.put (this);
1438 goto finish; 1467 goto finish;
1439 1468
1440 default: 1469 default:
1441 if (!f.parse_error ("resource file")) 1470 if (!f.parse_error ("resource file"))
1442 goto finish; 1471 goto finish;
1472
1473 f.next ();
1474 break;
1443 } 1475 }
1444 } 1476 }
1445 1477
1446finish: 1478finish:
1447 if (seen_arch) 1479 if (seen_arch)

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