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(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.73 by root, Sat Apr 28 17:51:57 2007 UTC vs.
Revision 1.85 by root, Sat May 26 15:44:02 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 */
389#if 0 //TODO
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 390 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); 391 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
392#endif
340 } 393 }
341 394
342 /* Old spellcasting object - need to load in the appropiate object */ 395 /* 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 || 396 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 */ 397 /* 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) 398 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 399 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 400 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 401 * in that spell was stored in sp.
349 */ 402 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 403 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 404 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 405 randomitems = NULL; /* So another spell isn't created for this object */
353 } 406 }
354 407
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 408 /* 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) 409 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 410 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 411 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 412 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 413 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 414 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 415 value = arch->clone.value * inv->value;
363 } 416 }
364 417
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 418 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 419 {
367 if (op->stats.hp > op->stats.maxhp) 420 if (stats.hp > stats.maxhp)
368 { 421 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 422 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; 423 stats.maxhp = stats.hp;
371 } 424 }
372 425
373 /* The archs just need to be updated for this */ 426 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 427 if (move_type == 0)
375 op->move_type = MOVE_WALK; 428 move_type = MOVE_WALK;
376 } 429 }
377 430
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 431 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 432 {
380 /* Object will duplicate it's content as part of the 433 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 434 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 435 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 436 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 437 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 438 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 439 }
387 440
388 /* Handle player movers. We use move_type for player movers 441 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 442 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 443 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 444 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 445 * are doing, otherwise, set move_type based on maxhp value.
393 */ 446 */
394 if (op->type == PLAYERMOVER) 447 if (type == PLAYERMOVER)
395 { 448 {
396 if (!op->move_type) 449 if (!move_type)
397 { 450 {
398 if (op->stats.maxhp) 451 if (stats.maxhp)
399 { 452 {
400 op->move_type = MOVE_ALL; 453 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 454 stats.maxhp = 0;
402 } 455 }
403 else 456 else
404 op->move_type = MOVE_WALK; 457 move_type = MOVE_WALK;
405 } 458 }
406 } 459 }
407
408} 460}
409 461
410static void 462static void
411set_move (MoveType &mt, const char *str) 463set_move (MoveType &mt, const char *str)
412{ 464{
465 517
466next: ; 518next: ;
467 } 519 }
468} 520}
469 521
470#define GET_FLAG(op,flag) \ 522#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
471 if (f.get_sint32 ()) \
472 SET_FLAG (op, flag); \
473 else \
474 CLEAR_FLAG (op, flag) \
475 523
476bool 524bool
477object::parse_kv (object_thawer &f) 525object::parse_kv (object_thawer &f)
478{ 526{
479 object *op_inv = inv; 527 object *op_inv = inv;
724 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 772 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
725 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 773 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
726 774
727 break; 775 break;
728 776
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;
744
745 case KW_friendly: 777 case KW_friendly:
746 if (f.get_sint32 ()) 778 if (f.get_bool ())
747 if (type != PLAYER) 779 if (type != PLAYER)
748 add_friendly_object (this); 780 add_friendly_object (this);
749 781
750 break; 782 break;
751 783
780 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 812 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
781 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 813 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
782 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 814 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
783 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 815 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
784 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 816 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; 817 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; 818 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
788 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 819 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
789 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 820 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; 821 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
890 case KW_dam_modifier: f.get (dam_modifier); break; 921 case KW_dam_modifier: f.get (dam_modifier); break;
891 case KW_duration_modifier: f.get (duration_modifier); break; 922 case KW_duration_modifier: f.get (duration_modifier); break;
892 923
893 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 924 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
894 //TODO: parse from other include files 925 //TODO: parse from other include files
895 case KW_body_range: f.get (body_info[0]); break; 926 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
896 case KW_body_arm: f.get (body_info[1]); break; 927 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
897 case KW_body_torso: f.get (body_info[2]); break; 928 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
898 case KW_body_head: f.get (body_info[3]); break; 929 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
899 case KW_body_neck: f.get (body_info[4]); break; 930 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
900 case KW_body_skill: f.get (body_info[5]); break; 931 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
901 case KW_body_finger: f.get (body_info[6]); break; 932 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
902 case KW_body_shoulder: f.get (body_info[7]); break; 933 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
903 case KW_body_foot: f.get (body_info[8]); break; 934 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
904 case KW_body_hand: f.get (body_info[9]); break; 935 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
905 case KW_body_wrist: f.get (body_info[10]); break; 936 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
906 case KW_body_waist: f.get (body_info[11]); break; 937 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
938 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
939 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
907 case KW_can_apply: 940 case KW_can_apply:
908 break; 941 break;
909 942
910 case KW_connected: 943 case KW_connected:
911 add_button_link (this, map, f.get_sint32 ()); 944 add_button_link (this, map, f.get_sint32 ());
920 : treasurelist::find (f.get_str ()); 953 : treasurelist::find (f.get_str ());
921 954
922 if (!randomitems) 955 if (!randomitems)
923 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 956 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
924 } 957 }
958 else
959 randomitems = 0;
925 break; 960 break;
926 961
927 case KW_msg: 962 case KW_msg:
928 f.get_ml (KW_endmsg, msg); 963 f.get_ml (KW_endmsg, msg);
929 //TODO: allow longer messages 964 //TODO: allow longer messages
948 case KW_editable: 983 case KW_editable:
949 case KW_editor_folder: 984 case KW_editor_folder:
950 break; 985 break;
951 986
952 case KW_end: 987 case KW_end:
953 check_loaded_object (this);
954
955 if (!loading_arch) 988 if (!loading_arch)
956 instantiate (); 989 instantiate ();
957 990
958 f.next (); 991 f.next ();
959 return true; 992 return true;
1001 { 1034 {
1002 op->destroy (true); 1035 op->destroy (true);
1003 return 0; 1036 return 0;
1004 } 1037 }
1005 1038
1039 op->post_load_check ();
1006 return op; 1040 return op;
1007} 1041}
1008 1042
1009/* This takes a buffer, scans it for variables, and sets those variables 1043/* This takes a buffer, scans it for variables, and sets those variables
1010 * as appropriate in op. 1044 * as appropriate in op.
1087 * the 15'th element of this array should match that name. 1121 * the 15'th element of this array should match that name.
1088 * If an entry is NULL, that is a flag not to loaded/saved. 1122 * If an entry is NULL, that is a flag not to loaded/saved.
1089 */ 1123 */
1090 static const keyword flag_names [NUM_FLAGS] = { 1124 static const keyword flag_names [NUM_FLAGS] = {
1091 KW_alive, 1125 KW_alive,
1092 KW_wiz,
1093 KW_NULL, 1126 KW_NULL,
1094 KW_NULL, 1127 KW_NULL,
1095 KW_was_wiz, 1128 KW_NULL,
1129 KW_NULL,
1096 KW_applied, 1130 KW_applied,
1097 KW_unpaid, 1131 KW_unpaid,
1098 KW_can_use_shield, 1132 KW_can_use_shield,
1099 KW_no_pick, 1133 KW_no_pick,
1100 KW_NULL, // walk_on 1134 KW_NULL, // walk_on
1361 if (op->flag != tmp->flag) 1395 if (op->flag != tmp->flag)
1362 for (i = 0; i <= NUM_FLAGS; i++) 1396 for (i = 0; i <= NUM_FLAGS; i++)
1363 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1397 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1364 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1398 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1365 1399
1366 /* Save body locations */ 1400 // save body locations
1367 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1401 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1368 if (op->body_info[i] != tmp->body_info[i]) 1402 if (op->slot[i].info != tmp->slot[i].info)
1369 f.put (body_locations[i].save_name, op->body_info[i]); 1403 f.put (body_locations[i].save_name, op->slot[i].info);
1370} 1404}
1371 1405
1372/* 1406/*
1373 * Dumps all variables in an object to a file. 1407 * 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, 1408 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1436 goto finish; 1470 goto finish;
1437 1471
1438 default: 1472 default:
1439 if (!f.parse_error ("resource file")) 1473 if (!f.parse_error ("resource file"))
1440 goto finish; 1474 goto finish;
1475
1476 f.next ();
1477 break;
1441 } 1478 }
1442 } 1479 }
1443 1480
1444finish: 1481finish:
1445 if (seen_arch) 1482 if (seen_arch)

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