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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.73 by root, Sat Apr 28 17:51:57 2007 UTC vs.
Revision 1.80 by root, Sat May 12 16:06:41 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 switch (type)
266 {
267 case BOW:
268 case WAND:
269 case ROD:
270 case HORN:
271 case SKILL_TOOL:
272 if (slot [body_range].info != -1)
273 {
274 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
275 slot [body_range].info = -1;
276 }
277 break;
278
279 case WEAPON:
280 if (slot [body_combat].info != -1)
281 {
282 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
283 slot [body_combat].info = -1;
284 }
285 break;
286
287 case SHIELD:
288 if (slot [body_shield].info != -1)
289 {
290 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
291 slot [body_shield].info = -1;
292 }
293 break;
294
295 case PLAYER:
296 if (slot [body_shield].info != 1)
297 {
298 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
299 slot [body_shield].info = 1;
300 }
301
302 if (slot [body_combat].info != 1)
303 {
304 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
305 slot [body_combat].info = 1;
306 }
307
308 if (slot [body_range].info != 1)
309 {
310 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
311 slot [body_range].info = 1;
312 }
313 break;
314 }
315
265 /* We do some specialised handling to handle legacy cases of name_pl. 316 /* 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 - 317 * 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 318 * 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 319 * 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 320 * 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. 321 * 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 322 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 323 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 324 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 325 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl)
275 op->name_pl = 0; 326 name_pl = 0;
276 327
277 if (!op->name_pl) 328 if (!name_pl)
278 op->name_pl = op->name; 329 name_pl = name;
279 330
280 /* objects now have a materialname. try to patch it in */ 331 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 332 if (!(is_weapon () && level > 0))
282 { 333 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 }
288 334
289 /* only do these when program is first run - a bit 335 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 336 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 337 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 338 * not in the ideal fashion.
293 */ 339 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 340 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 341 {
296 if (!op->skill) 342 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 343 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 344 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 345 (!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); 346 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 347 }
302 348
303 /* We changed last_heal to gen_sp_armour, which is what it 349 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 350 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 351 * that may have an old value.
306 */ 352 */
307 if (op->type == WEAPON 353 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 354 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 355 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 356 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 357 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 358 || type == BRACERS || type == CLOAK)
313 { 359 {
314 if (op->last_heal) 360 if (last_heal)
315 { 361 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 362 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 363 gen_sp_armour = last_heal;
318 op->last_heal = 0; 364 last_heal = 0;
319 } 365 }
320 366
321 int ip = calc_item_power (op, 0); 367 int ip = calc_item_power (this, 0);
322 368
323 /* Legacy objects from before item power was in the game */ 369 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 370 if (!item_power && ip)
325 { 371 {
326 if (ip > 3) 372 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 373 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 374
329 op->item_power = ip; 375 item_power = ip;
330 } 376 }
331 377
332 /* Check for possibly bogus values. Has to meet both these criteria - 378 /* 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 379 * 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. 380 * 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, 381 * similarly, it item_power is 0, the first check will always pass,
336 * but not the second one. 382 * but not the second one.
337 */ 383 */
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 384 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); 385 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
340 } 386 }
341 387
342 /* Old spellcasting object - need to load in the appropiate object */ 388 /* 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 || 389 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 */ 390 /* 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) 391 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 392 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 393 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 394 * in that spell was stored in sp.
349 */ 395 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 396 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 397 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 398 randomitems = NULL; /* So another spell isn't created for this object */
353 } 399 }
354 400
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 401 /* 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) 402 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 403 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 404 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 405 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 406 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 407 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 408 value = arch->clone.value * inv->value;
363 } 409 }
364 410
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 411 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 412 {
367 if (op->stats.hp > op->stats.maxhp) 413 if (stats.hp > stats.maxhp)
368 { 414 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 415 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; 416 stats.maxhp = stats.hp;
371 } 417 }
372 418
373 /* The archs just need to be updated for this */ 419 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 420 if (move_type == 0)
375 op->move_type = MOVE_WALK; 421 move_type = MOVE_WALK;
376 } 422 }
377 423
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 424 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 425 {
380 /* Object will duplicate it's content as part of the 426 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 427 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 428 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 429 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 430 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 431 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 432 }
387 433
388 /* Handle player movers. We use move_type for player movers 434 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 435 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 436 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 437 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 438 * are doing, otherwise, set move_type based on maxhp value.
393 */ 439 */
394 if (op->type == PLAYERMOVER) 440 if (type == PLAYERMOVER)
395 { 441 {
396 if (!op->move_type) 442 if (!move_type)
397 { 443 {
398 if (op->stats.maxhp) 444 if (stats.maxhp)
399 { 445 {
400 op->move_type = MOVE_ALL; 446 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 447 stats.maxhp = 0;
402 } 448 }
403 else 449 else
404 op->move_type = MOVE_WALK; 450 move_type = MOVE_WALK;
405 } 451 }
406 } 452 }
407
408} 453}
409 454
410static void 455static void
411set_move (MoveType &mt, const char *str) 456set_move (MoveType &mt, const char *str)
412{ 457{
890 case KW_dam_modifier: f.get (dam_modifier); break; 935 case KW_dam_modifier: f.get (dam_modifier); break;
891 case KW_duration_modifier: f.get (duration_modifier); break; 936 case KW_duration_modifier: f.get (duration_modifier); break;
892 937
893 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 938 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
894 //TODO: parse from other include files 939 //TODO: parse from other include files
895 case KW_body_range: f.get (body_info[0]); break; 940 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
896 case KW_body_arm: f.get (body_info[1]); break; 941 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
897 case KW_body_torso: f.get (body_info[2]); break; 942 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
898 case KW_body_head: f.get (body_info[3]); break; 943 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
899 case KW_body_neck: f.get (body_info[4]); break; 944 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
900 case KW_body_skill: f.get (body_info[5]); break; 945 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
901 case KW_body_finger: f.get (body_info[6]); break; 946 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
902 case KW_body_shoulder: f.get (body_info[7]); break; 947 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
903 case KW_body_foot: f.get (body_info[8]); break; 948 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
904 case KW_body_hand: f.get (body_info[9]); break; 949 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
905 case KW_body_wrist: f.get (body_info[10]); break; 950 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
906 case KW_body_waist: f.get (body_info[11]); break; 951 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
952 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
953 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
907 case KW_can_apply: 954 case KW_can_apply:
908 break; 955 break;
909 956
910 case KW_connected: 957 case KW_connected:
911 add_button_link (this, map, f.get_sint32 ()); 958 add_button_link (this, map, f.get_sint32 ());
920 : treasurelist::find (f.get_str ()); 967 : treasurelist::find (f.get_str ());
921 968
922 if (!randomitems) 969 if (!randomitems)
923 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 970 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
924 } 971 }
972 else
973 randomitems = 0;
925 break; 974 break;
926 975
927 case KW_msg: 976 case KW_msg:
928 f.get_ml (KW_endmsg, msg); 977 f.get_ml (KW_endmsg, msg);
929 //TODO: allow longer messages 978 //TODO: allow longer messages
948 case KW_editable: 997 case KW_editable:
949 case KW_editor_folder: 998 case KW_editor_folder:
950 break; 999 break;
951 1000
952 case KW_end: 1001 case KW_end:
953 check_loaded_object (this);
954
955 if (!loading_arch) 1002 if (!loading_arch)
956 instantiate (); 1003 instantiate ();
957 1004
958 f.next (); 1005 f.next ();
959 return true; 1006 return true;
1001 { 1048 {
1002 op->destroy (true); 1049 op->destroy (true);
1003 return 0; 1050 return 0;
1004 } 1051 }
1005 1052
1053 op->post_load_check ();
1006 return op; 1054 return op;
1007} 1055}
1008 1056
1009/* This takes a buffer, scans it for variables, and sets those variables 1057/* This takes a buffer, scans it for variables, and sets those variables
1010 * as appropriate in op. 1058 * as appropriate in op.
1361 if (op->flag != tmp->flag) 1409 if (op->flag != tmp->flag)
1362 for (i = 0; i <= NUM_FLAGS; i++) 1410 for (i = 0; i <= NUM_FLAGS; i++)
1363 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1411 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1364 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1412 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1365 1413
1366 /* Save body locations */ 1414 // save body locations
1367 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1415 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1368 if (op->body_info[i] != tmp->body_info[i]) 1416 if (op->slot[i].info != tmp->slot[i].info)
1369 f.put (body_locations[i].save_name, op->body_info[i]); 1417 f.put (body_locations[i].save_name, op->slot[i].info);
1370} 1418}
1371 1419
1372/* 1420/*
1373 * Dumps all variables in an object to a file. 1421 * Dumps all variables in an object to a file.
1374 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1422 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1436 goto finish; 1484 goto finish;
1437 1485
1438 default: 1486 default:
1439 if (!f.parse_error ("resource file")) 1487 if (!f.parse_error ("resource file"))
1440 goto finish; 1488 goto finish;
1489
1490 f.next ();
1491 break;
1441 } 1492 }
1442 } 1493 }
1443 1494
1444finish: 1495finish:
1445 if (seen_arch) 1496 if (seen_arch)

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