ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/loader.C
(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.72 by root, Sat Apr 21 12:28:31 2007 UTC vs.
Revision 1.83 by root, Sat May 19 00:08:11 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
257/* This function checks the object after it has been loaded (when we 257/* 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 258 * 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 259 * 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. 260 * to check for objects to make sure there are no common errors.
261 */ 261 */
262static void 262void
263check_loaded_object (object *op) 263object::post_load_check ()
264{ 264{
265 if (type >= NUM_TYPES)
266 {
267 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
268 type = 0;
269 }
270
271 switch (type)
272 {
273 case BOW:
274 case WAND:
275 case ROD:
276 case HORN:
277 if (slot [body_range].info != -1)
278 {
279 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
280 slot [body_range].info = -1;
281 }
282 break;
283
284 case WEAPON:
285 if (slot [body_combat].info != -1)
286 {
287 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
288 slot [body_combat].info = -1;
289 }
290 break;
291
292 case SHIELD:
293 if (slot [body_shield].info != -1)
294 {
295 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
296 slot [body_shield].info = -1;
297 }
298 break;
299
300 case PLAYER:
301 if (slot [body_shield].info != 1)
302 {
303 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
304 slot [body_shield].info = 1;
305 }
306
307 if (slot [body_combat].info != 1)
308 {
309 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
310 slot [body_combat].info = 1;
311 }
312
313 if (slot [body_range].info != 1)
314 {
315 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
316 slot [body_range].info = 1;
317 }
318 break;
319 }
320
265 /* We do some specialised handling to handle legacy cases of name_pl. 321 /* 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 - 322 * 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 323 * 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 324 * 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 325 * 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. 326 * 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 327 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 328 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 329 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 330 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl)
275 op->name_pl = 0; 331 name_pl = 0;
276 332
277 if (!op->name_pl) 333 if (!name_pl)
278 op->name_pl = op->name; 334 name_pl = name;
279 335
280 /* objects now have a materialname. try to patch it in */ 336 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 337 if (!(is_weapon () && level > 0))
282 { 338 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 }
288 339
289 /* only do these when program is first run - a bit 340 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 341 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 342 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 343 * not in the ideal fashion.
293 */ 344 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 345 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 346 {
296 if (!op->skill) 347 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 348 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 349 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 350 (!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); 351 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 352 }
302 353
303 /* We changed last_heal to gen_sp_armour, which is what it 354 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 355 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 356 * that may have an old value.
306 */ 357 */
307 if (op->type == WEAPON 358 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 359 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 360 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 361 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 362 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 363 || type == BRACERS || type == CLOAK)
313 { 364 {
314 if (op->last_heal) 365 if (last_heal)
315 { 366 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 367 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 368 gen_sp_armour = last_heal;
318 op->last_heal = 0; 369 last_heal = 0;
319 } 370 }
320 371
321 int ip = calc_item_power (op, 0); 372 int ip = calc_item_power (this, 0);
322 373
323 /* Legacy objects from before item power was in the game */ 374 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 375 if (!item_power && ip)
325 { 376 {
326 if (ip > 3) 377 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 378 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 379
329 op->item_power = ip; 380 item_power = ip;
330 } 381 }
331 382
332 /* Check for possibly bogus values. Has to meet both these criteria - 383 /* 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 384 * 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. 385 * 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, 386 * similarly, it item_power is 0, the first check will always pass,
336 * but not the second one. 387 * but not the second one.
337 */ 388 */
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);
340 } 391 }
341 392
342 /* Old spellcasting object - need to load in the appropiate object */ 393 /* 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 || 394 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 */ 395 /* 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) 396 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 397 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 398 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 399 * in that spell was stored in sp.
349 */ 400 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 401 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 402 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 403 randomitems = NULL; /* So another spell isn't created for this object */
353 } 404 }
354 405
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 406 /* 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) 407 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 408 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 409 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 410 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 411 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 412 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 413 value = arch->clone.value * inv->value;
363 } 414 }
364 415
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 416 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 417 {
367 if (op->stats.hp > op->stats.maxhp) 418 if (stats.hp > stats.maxhp)
368 { 419 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 420 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; 421 stats.maxhp = stats.hp;
371 } 422 }
372 423
373 /* The archs just need to be updated for this */ 424 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 425 if (move_type == 0)
375 op->move_type = MOVE_WALK; 426 move_type = MOVE_WALK;
376 } 427 }
377 428
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 429 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 430 {
380 /* Object will duplicate it's content as part of the 431 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 432 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 433 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 434 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 435 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 436 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 437 }
387 438
388 /* Handle player movers. We use move_type for player movers 439 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 440 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 441 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 442 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 443 * are doing, otherwise, set move_type based on maxhp value.
393 */ 444 */
394 if (op->type == PLAYERMOVER) 445 if (type == PLAYERMOVER)
395 { 446 {
396 if (!op->move_type) 447 if (!move_type)
397 { 448 {
398 if (op->stats.maxhp) 449 if (stats.maxhp)
399 { 450 {
400 op->move_type = MOVE_ALL; 451 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 452 stats.maxhp = 0;
402 } 453 }
403 else 454 else
404 op->move_type = MOVE_WALK; 455 move_type = MOVE_WALK;
405 } 456 }
406 } 457 }
407
408} 458}
409 459
410static void 460static void
411set_move (MoveType &mt, const char *str) 461set_move (MoveType &mt, const char *str)
412{ 462{
722 GET_FLAG (this, FLAG_IDENTIFIED); 772 GET_FLAG (this, FLAG_IDENTIFIED);
723 //TODO: move to check_object or so 773 //TODO: move to check_object or so
724 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 774 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
725 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 775 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
726 776
727 break;
728
729 case KW_wiz:
730 GET_FLAG (this, FLAG_WIZ);
731 //TODO: move to check_object
732 if (QUERY_FLAG (this, FLAG_WIZ))
733 {
734 SET_FLAG (this, FLAG_WAS_WIZ);
735 SET_FLAG (this, FLAG_WIZPASS);
736 SET_FLAG (this, FLAG_WIZCAST);
737 }
738 else
739 {
740 CLEAR_FLAG (this, FLAG_WIZPASS);
741 CLEAR_FLAG (this, FLAG_WIZCAST);
742 }
743 break; 777 break;
744 778
745 case KW_friendly: 779 case KW_friendly:
746 if (f.get_sint32 ()) 780 if (f.get_sint32 ())
747 if (type != PLAYER) 781 if (type != PLAYER)
780 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 814 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
781 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 815 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
782 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 816 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
783 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 817 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
784 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 818 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
785 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
786 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 819 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
787 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 820 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
788 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 821 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
789 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 822 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
790 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 823 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
833 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; 866 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
834 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; 867 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
835 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 868 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
836 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 869 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
837 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 870 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
871 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
872 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
838 873
839 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 874 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
840 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 875 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
841 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 876 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
842 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 877 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
888 case KW_dam_modifier: f.get (dam_modifier); break; 923 case KW_dam_modifier: f.get (dam_modifier); break;
889 case KW_duration_modifier: f.get (duration_modifier); break; 924 case KW_duration_modifier: f.get (duration_modifier); break;
890 925
891 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 926 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
892 //TODO: parse from other include files 927 //TODO: parse from other include files
893 case KW_body_range: f.get (body_info[0]); break; 928 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
894 case KW_body_arm: f.get (body_info[1]); break; 929 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
895 case KW_body_torso: f.get (body_info[2]); break; 930 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
896 case KW_body_head: f.get (body_info[3]); break; 931 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
897 case KW_body_neck: f.get (body_info[4]); break; 932 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
898 case KW_body_skill: f.get (body_info[5]); break; 933 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
899 case KW_body_finger: f.get (body_info[6]); break; 934 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
900 case KW_body_shoulder: f.get (body_info[7]); break; 935 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
901 case KW_body_foot: f.get (body_info[8]); break; 936 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
902 case KW_body_hand: f.get (body_info[9]); break; 937 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
903 case KW_body_wrist: f.get (body_info[10]); break; 938 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
904 case KW_body_waist: f.get (body_info[11]); break; 939 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
940 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
941 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
905 case KW_can_apply: 942 case KW_can_apply:
906 break; 943 break;
907 944
908 case KW_connected: 945 case KW_connected:
909 add_button_link (this, map, f.get_sint32 ()); 946 add_button_link (this, map, f.get_sint32 ());
918 : treasurelist::find (f.get_str ()); 955 : treasurelist::find (f.get_str ());
919 956
920 if (!randomitems) 957 if (!randomitems)
921 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 958 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
922 } 959 }
960 else
961 randomitems = 0;
923 break; 962 break;
924 963
925 case KW_msg: 964 case KW_msg:
926 f.get_ml (KW_endmsg, msg); 965 f.get_ml (KW_endmsg, msg);
927 //TODO: allow longer messages 966 //TODO: allow longer messages
946 case KW_editable: 985 case KW_editable:
947 case KW_editor_folder: 986 case KW_editor_folder:
948 break; 987 break;
949 988
950 case KW_end: 989 case KW_end:
951 check_loaded_object (this);
952
953 if (!loading_arch) 990 if (!loading_arch)
954 instantiate (); 991 instantiate ();
955 992
956 f.next (); 993 f.next ();
957 return true; 994 return true;
999 { 1036 {
1000 op->destroy (true); 1037 op->destroy (true);
1001 return 0; 1038 return 0;
1002 } 1039 }
1003 1040
1041 op->post_load_check ();
1004 return op; 1042 return op;
1005} 1043}
1006 1044
1007/* This takes a buffer, scans it for variables, and sets those variables 1045/* This takes a buffer, scans it for variables, and sets those variables
1008 * as appropriate in op. 1046 * as appropriate in op.
1085 * the 15'th element of this array should match that name. 1123 * the 15'th element of this array should match that name.
1086 * If an entry is NULL, that is a flag not to loaded/saved. 1124 * If an entry is NULL, that is a flag not to loaded/saved.
1087 */ 1125 */
1088 static const keyword flag_names [NUM_FLAGS] = { 1126 static const keyword flag_names [NUM_FLAGS] = {
1089 KW_alive, 1127 KW_alive,
1090 KW_wiz,
1091 KW_NULL, 1128 KW_NULL,
1092 KW_NULL, 1129 KW_NULL,
1093 KW_was_wiz, 1130 KW_NULL,
1131 KW_NULL,
1094 KW_applied, 1132 KW_applied,
1095 KW_unpaid, 1133 KW_unpaid,
1096 KW_can_use_shield, 1134 KW_can_use_shield,
1097 KW_no_pick, 1135 KW_no_pick,
1098 KW_NULL, // walk_on 1136 KW_NULL, // walk_on
1104 KW_monster, 1142 KW_monster,
1105 KW_friendly, 1143 KW_friendly,
1106 KW_generator, 1144 KW_generator,
1107 KW_is_thrown, 1145 KW_is_thrown,
1108 KW_auto_apply, 1146 KW_auto_apply,
1109 KW_NULL, // was KW_treasure 1147 KW_treasure_env,
1110 KW_player_sold, 1148 KW_player_sold,
1111 /* 20 */ 1149 /* 20 */
1112 KW_see_invisible, 1150 KW_see_invisible,
1113 KW_can_roll, 1151 KW_can_roll,
1114 KW_overlay_floor, 1152 KW_overlay_floor,
1175 KW_can_use_skill, 1213 KW_can_use_skill,
1176 KW_been_applied, 1214 KW_been_applied,
1177 /* 80 */ 1215 /* 80 */
1178 KW_has_ready_scroll, 1216 KW_has_ready_scroll,
1179 KW_can_use_rod, 1217 KW_can_use_rod,
1180 KW_NULL, 1218 KW_precious,
1181 KW_can_use_horn, 1219 KW_can_use_horn,
1182 KW_make_invisible, 1220 KW_make_invisible,
1183 KW_inv_locked, 1221 KW_inv_locked,
1184 KW_is_wooded, 1222 KW_is_wooded,
1185 KW_is_hilly, 1223 KW_is_hilly,
1359 if (op->flag != tmp->flag) 1397 if (op->flag != tmp->flag)
1360 for (i = 0; i <= NUM_FLAGS; i++) 1398 for (i = 0; i <= NUM_FLAGS; i++)
1361 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1399 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1362 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1400 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1363 1401
1364 /* Save body locations */ 1402 // save body locations
1365 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1403 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1366 if (op->body_info[i] != tmp->body_info[i]) 1404 if (op->slot[i].info != tmp->slot[i].info)
1367 f.put (body_locations[i].save_name, op->body_info[i]); 1405 f.put (body_locations[i].save_name, op->slot[i].info);
1368} 1406}
1369 1407
1370/* 1408/*
1371 * Dumps all variables in an object to a file. 1409 * Dumps all variables in an object to a file.
1372 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1410 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1434 goto finish; 1472 goto finish;
1435 1473
1436 default: 1474 default:
1437 if (!f.parse_error ("resource file")) 1475 if (!f.parse_error ("resource file"))
1438 goto finish; 1476 goto finish;
1477
1478 f.next ();
1479 break;
1439 } 1480 }
1440 } 1481 }
1441 1482
1442finish: 1483finish:
1443 if (seen_arch) 1484 if (seen_arch)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines