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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.79 by root, Mon May 7 07:47:32 2007 UTC vs.
Revision 1.148 by root, Wed Nov 11 23:27:56 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 24
29#include <global.h> 25#include <global.h>
30#include <loader.h> 26#include <loader.h>
31#include <sproto.h> 27#include <sproto.h>
32 28
33///////////////////////////////////////////////////////////////////////////// 29/////////////////////////////////////////////////////////////////////////////
30
31extern archetype *loading_arch;
32
33//+GPL
34 34
35/* This table is only necessary to convert objects that existed before the 35/* This table is only necessary to convert objects that existed before the
36 * spell object conversion to the new object. It was not practical 36 * spell object conversion to the new object. It was not practical
37 * to go through every mapping looking for every potion, rod, wand, etc 37 * to go through every mapping looking for every potion, rod, wand, etc
38 * that had a sp set and update to the new value. So this maps the 38 * that had a sp set and update to the new value. So this maps the
168 "spell_magic_drain", /* 122 */ 168 "spell_magic_drain", /* 122 */
169 "spell_counterspell", /* 123 */ 169 "spell_counterspell", /* 123 */
170 "spell_disarm", /* 124 */ 170 "spell_disarm", /* 124 */
171 "spell_cure_confusion", /* 125 */ 171 "spell_cure_confusion", /* 125 */
172 "spell_restoration", /* 126 */ 172 "spell_restoration", /* 126 */
173 "was summon evil monster", /* 127 *//* Not implenented as nothing used it */ 173 "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */
174 "spell_counterwall", /* 128 */ 174 "spell_counterwall", /* 128 */
175 "spell_cause_light_wounds", /* 129 */ 175 "spell_cause_light_wounds", /* 129 */
176 "spell_cause_medium_wounds", /* 130 */ 176 "spell_cause_medium_wounds", /* 130 */
177 "spell_cause_heavy_wounds", /* 131 */ 177 "spell_cause_heavy_wounds", /* 131 */
178 "spell_charm_monsters", /* 132 */ 178 "spell_charm_monsters", /* 132 */
250 "spell_cause_rabies", /* 204 */ 250 "spell_cause_rabies", /* 204 */
251 "spell_glyph", /* 205 */ 251 "spell_glyph", /* 205 */
252 NULL 252 NULL
253}; 253};
254 254
255extern bool loading_arch;
256
257/* This function checks the object after it has been loaded (when we 255/* 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 256 * 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 257 * 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. 258 * to check for objects to make sure there are no common errors.
261 */ 259 */
262void 260void
263object::post_load_check () 261object::post_load_check ()
264{ 262{
265 // as a kind of a hack, we now adjust the range, shield and combat slots 263 if (type >= NUM_TYPES)
264 {
265 LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ());
266 type = 0;
267 }
268
266 switch (type) 269 switch (type)
267 { 270 {
268 case BOW: 271 case BOW:
269 case WAND: 272 case WAND:
270 case ROD: 273 case ROD:
271 case HORN: 274 case HORN:
272 case SKILL: // maybe have to think about this one, as skills get applied togethr with their governing weapons
273 case SKILL_TOOL:
274 if (slot [body_range].info != -1) 275 if (slot [body_range].info != -1)
275 { 276 {
276 LOG (llevInfo, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 277 LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = -1; 278 slot [body_range].info = -1;
278 } 279 }
279 break; 280 break;
280 281
281 case WEAPON: 282 case WEAPON:
282 if (slot [body_combat].info != -1) 283 if (slot [body_combat].info != -1)
283 { 284 {
284 LOG (llevInfo, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 285 LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = -1; 286 slot [body_combat].info = -1;
286 } 287 }
287 break; 288 break;
288 289
289 case SHIELD: 290 case SHIELD:
290 if (slot [body_shield].info != -1) 291 if (slot [body_shield].info != -1)
291 { 292 {
292 LOG (llevInfo, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 293 LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = -1; 294 slot [body_shield].info = -1;
294 } 295 }
295 break; 296 break;
296 297
297 case PLAYER: 298 case PLAYER:
298 if (slot [body_shield].info != 1) 299 if (slot [body_shield].info != 1)
299 { 300 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 301 LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1; 302 slot [body_shield].info = 1;
302 } 303 }
303 304
304 if (slot [body_combat].info != 1) 305 if (slot [body_combat].info != 1)
305 { 306 {
306 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 307 LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1; 308 slot [body_combat].info = 1;
308 } 309 }
309 310
310 if (slot [body_range].info != 1) 311 if (slot [body_range].info != 1)
311 { 312 {
312 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 313 LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
313 slot [body_range].info = 1; 314 slot [body_range].info = 1;
314 } 315 }
315 break; 316 break;
316 } 317 }
317 318
322 * also have to catch is if this object is not using the normal name for 323 * also have to catch is if this object is not using the normal name for
323 * the object. In that case, we also want to use the loaded name. 324 * the object. In that case, we also want to use the loaded name.
324 * Otherwise, what happens is that the the plural name will lose 325 * Otherwise, what happens is that the the plural name will lose
325 * information (appear as just 'hearts' and not 'goblins heart') 326 * information (appear as just 'hearts' and not 'goblins heart')
326 */ 327 */
327 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl) 328 if (arch && name != arch->object::name && name_pl == arch->object::name_pl)
328 name_pl = 0; 329 name_pl = 0;
329 330
330 if (!name_pl) 331 if (!name_pl)
331 name_pl = name; 332 name_pl = name;
332 333
333 /* objects now have a materialname. try to patch it in */ 334 /* objects now have a materialname. try to patch it in */
334 if (!(is_weapon () && level > 0)) 335 if (material == MATERIAL_NULL && !(is_weapon () && level > 0))
335 set_materialname (this, map ? map->difficulty : 5, 0); 336 select_material (this, map ? map->difficulty : 5);
336 337
337 /* only do these when program is first run - a bit 338 /* only do these when program is first run - a bit
338 * excessive to do this at every run - most of this is 339 * excessive to do this at every run - most of this is
339 * really just to catch any errors - program will still run, but 340 * really just to catch any errors - program will still run, but
340 * not in the ideal fashion. 341 * not in the ideal fashion.
341 */ 342 */
342 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) 343 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
343 { 344 {
344 if (!skill) 345 if (!skill)
345 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); 346 LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ());
346 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || 347 else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) ||
347 (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) 348 (skill == shstr_two_handed_weapons && slot[body_arm].info != -2))
348 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); 349 LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
349 } 350 }
350 351
351 /* We changed last_heal to gen_sp_armour, which is what it 352 /* We changed last_heal to gen_sp_armour, which is what it
352 * really does for many objects. Need to catch any in maps 353 * really does for many objects. Need to catch any in maps
353 * that may have an old value. 354 * that may have an old value.
359 || type == AMULET || type == GIRDLE 360 || type == AMULET || type == GIRDLE
360 || type == BRACERS || type == CLOAK) 361 || type == BRACERS || type == CLOAK)
361 { 362 {
362 if (last_heal) 363 if (last_heal)
363 { 364 {
364 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); 365 LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
365 gen_sp_armour = last_heal; 366 gen_sp_armour = last_heal;
366 last_heal = 0; 367 last_heal = 0;
367 } 368 }
368 369
369 int ip = calc_item_power (this, 0); 370 int ip = calc_item_power (this, 0);
370 371
371 /* Legacy objects from before item power was in the game */ 372 /* Legacy objects from before item power was in the game */
372 if (!item_power && ip) 373 if (!item_power && ip)
373 { 374 {
374 if (ip > 3) 375 if (ip > 3)
375 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); 376 LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip);
376 377
377 item_power = ip; 378 item_power = ip;
378 } 379 }
379 380
380 /* Check for possibly bogus values. Has to meet both these criteria - 381 /* Check for possibly bogus values. Has to meet both these criteria -
381 * something that has item_power 1 is probably just fine if our calculated 382 * something that has item_power 1 is probably just fine if our calculated
382 * value is 1 or 2 - these values are small enough that hard to be precise. 383 * value is 1 or 2 - these values are small enough that hard to be precise.
383 * similarly, it item_power is 0, the first check will always pass, 384 * similarly, it item_power is 0, the first check will always pass,
384 * but not the second one. 385 * but not the second one.
385 */ 386 */
387#if 0 //TODO
386 if (ip > 2 * item_power && ip > (item_power + 3)) 388 if (ip > 2 * item_power && ip > (item_power + 3))
387 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 389 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
390#endif
388 } 391 }
389 392
390 /* Old spellcasting object - need to load in the appropiate object */ 393 /* old style spellcasting object (pretty common) - need to load in the appropiate object */
391 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 394 /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */
395 if ((type == ROD
396 || type == WAND
397 || type == SCROLL
398 || type == HORN
399 || type == FIREWALL
392 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 400 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
393 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) 401 || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet.
402 && !inv
403 && !loading_arch
404 && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here!
405 // TODO: at least one watchout-comments is redundant - investigate/remove
394 { 406 {
407 // TODO: fix firewall object on map
395 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 408 /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal'
396 * in that spell was stored in sp. 409 * in that spell was stored in sp.
397 */ 410 */
411 //LOG (llevError, "old spellcasting object found: %s", debug_desc ());
398 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); 412 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
399 insert_ob_in_ob (tmp, this); 413 insert_ob_in_ob (tmp, this);
400 randomitems = NULL; /* So another spell isn't created for this object */ 414 randomitems = 0;
401 } 415 }
402 416
403 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 417 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
404 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 418 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
405 { 419 {
420 LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ());
406 object *tmp = get_archetype_by_object_name (slaying); 421 object *tmp = get_archetype_by_object_name (slaying);
407 insert_ob_in_ob (tmp, this); 422 insert_ob_in_ob (tmp, this);
408 randomitems = NULL; /* So another spell isn't created for this object */ 423 randomitems = 0; /* So another spell isn't created for this object */
409 /* without this, value is all screwed up */ 424 /* without this, value is all screwed up */
410 value = arch->clone.value * inv->value; 425 value = arch->value * inv->value;
411 } 426 }
412 427
413 if (QUERY_FLAG (this, FLAG_MONSTER)) 428 if (QUERY_FLAG (this, FLAG_MONSTER))
414 { 429 {
415 if (stats.hp > stats.maxhp) 430 if (stats.hp > stats.maxhp)
416 { 431 {
417 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); 432 LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp);
418 stats.maxhp = stats.hp; 433 stats.maxhp = stats.hp;
419 } 434 }
420 435
421 /* The archs just need to be updated for this */ 436 /* The archs just need to be updated for this */
422 if (move_type == 0) 437 if (move_type == 0)
423 move_type = MOVE_WALK; 438 move_type = MOVE_WALK;
424 } 439 }
425 440
426 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER) 441 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
427 {
428 /* Object will duplicate it's content as part of the 442 /* Object will duplicate it's content as part of the
429 * generation process. To do this, we must flag inventory 443 * generation process. To do this, we must flag inventory
430 * so it remains unevaluated concerning the randomitems and 444 * so it remains unevaluated concerning the randomitems and
431 * the living (a demonlord shouldn't cast from inside generator!) 445 * the living (a demonlord shouldn't cast from inside generator!)
432 */ 446 */
447 /* ??? this *should* be done elsewhere, e.g. after map loading etc. */
433 flag_inv (this, FLAG_IS_A_TEMPLATE); 448 flag_inv (this, FLAG_IS_A_TEMPLATE);
434 }
435 449
436 /* Handle player movers. We use move_type for player movers 450 /* Handle player movers. We use move_type for player movers
437 * because they operate on their own time (move_on 451 * because they operate on their own time (move_on
438 * would potentially cause them to be triggered when someone steps 452 * would potentially cause them to be triggered when someone steps
439 * on them). If move_type is set, presume person knows what they 453 * on them). If move_type is set, presume person knows what they
440 * are doing, otherwise, set move_type based on maxhp value. 454 * are doing, otherwise, set move_type based on maxhp value.
441 */ 455 */
442 if (type == PLAYERMOVER) 456 if (type == PLAYERMOVER)
443 { 457 {
444 if (!move_type) 458 if (!move_type)
449 stats.maxhp = 0; 463 stats.maxhp = 0;
450 } 464 }
451 else 465 else
452 move_type = MOVE_WALK; 466 move_type = MOVE_WALK;
453 } 467 }
468 }
469
470 // if the object has an animation, try to provide a default face
471 if (has_anim ())
472 {
473 const animation &anim_ob = anim ();
474
475 if (anim_speed)
476 // if this item is time-animated, force the last frame
477 animate_object (this, 0);
478 else if (flag [FLAG_MONSTER])
479 // if it is a monster, set appropriate facing
480 animate_object (this, direction);
454 } 481 }
455} 482}
456 483
457static void 484static void
458set_move (MoveType &mt, const char *str) 485set_move (MoveType &mt, const char *str)
506 533
507 goto next; 534 goto next;
508 } 535 }
509 } 536 }
510 537
511 LOG (llevDebug, "common/loader.C: set_move - unknown move string '%s'\n", str); 538 LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str);
512 539
513next: ; 540next: ;
514 } 541 }
515} 542}
516 543
517#define GET_FLAG(op,flag) \ 544//-GPL
518 if (f.get_sint32 ()) \ 545
519 SET_FLAG (op, flag); \ 546#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
520 else \
521 CLEAR_FLAG (op, flag) \
522 547
523bool 548bool
524object::parse_kv (object_thawer &f) 549object::parse_kv (object_thawer &f)
525{ 550{
526 object *op_inv = inv; 551 object *op_inv = inv;
552 key_value *last_kv = key_values;
527 553
528 for (;;) 554 for (;;)
529 { 555 {
530 switch (f.kw) 556 switch (f.kw)
531 { 557 {
532 case KW_uuid: 558 case KW_uuid:
533 if (const char *s = f.get_str ()) 559 if (const char *s = f.get_str ())
534 { 560 if (!uuid.parse (s))
535 unsigned int version;
536 unsigned long long seq;
537
538 if (2 == sscanf (s, "<%d.%llx>", &version, &seq) && version == 1)
539 { 561 {
540 uuid.seq = seq; 562 f.parse_warn ("unparseable uuid");
541 break; 563 uuid = UUID::gen ();
542 } 564 }
543 }
544
545 uuid = gen_uuid ();
546 break; 565 break;
547 566
548 case KW_oid: 567 case KW_oid:
549 f.get (this, f.get_sint32 ()); 568 f.get (this, f.get_sint32 ());
550 break; 569 break;
556 575
557 case KW_attach: f.get_ornull (attach); break; 576 case KW_attach: f.get_ornull (attach); break;
558 case KW_skill: f.get_ornull (skill); break; 577 case KW_skill: f.get_ornull (skill); break;
559 case KW_race: f.get_ornull (race); break; 578 case KW_race: f.get_ornull (race); break;
560 case KW_slaying: f.get_ornull (slaying); break; 579 case KW_slaying: f.get_ornull (slaying); break;
580 case KW_tag: f.get_ornull (tag); break;
561 581
562 case KW_arch: 582 case KW_arch:
563 {
564 object *tmp = object::read (f); 583 if (object *tmp = object::read (f))
565 tmp->deactivate ();
566
567 { 584 {
585 tmp->deactivate ();
586
568 // was: insert_ob_in_ob (tmp, op); 587 // was: insert_ob_in_ob (tmp, op);
569 // but manually adding it can improve map loading times a lot 588 // but manually adding it can improve map loading times a lot
570 // also, appending instead of prepending keeps the 589 // also, appending instead of prepending keeps the
571 // save ordering the same between repeated load/saves. 590 // save ordering the same between repeated load/saves.
591 // and finally we do not want any funny effects
572 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); 592 CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL);
573 CLEAR_FLAG (tmp, FLAG_REMOVED); 593 CLEAR_FLAG (tmp, FLAG_REMOVED);
574 594
575 if (!op_inv) 595 if (!op_inv)
576 { 596 {
588 608
589 tmp->below = 0; 609 tmp->below = 0;
590 tmp->env = this; 610 tmp->env = this;
591 op_inv = tmp; 611 op_inv = tmp;
592 } 612 }
593 } 613 else
614 LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n");
615
594 continue; 616 continue;
595 617
596 case KW_other_arch: 618 case KW_other_arch:
597 other_arch =
598 loading_arch 619 if (loading_arch == this)
599 ? archetype::get (f.get_str ()) 620 archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ());
621 else
622 {
600 : archetype::find (f.get_str ()); 623 other_arch = archetype::find (f.get_str ());
601 624
602 if (!other_arch) 625 if (!other_arch)
603 LOG (llevError, "%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ()); 626 f.parse_warn (format ("%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ()));
627 }
628 break;
629
630 case KW_owner:
631 f.delayed_deref (this, owner, f.get_str ());
604 break; 632 break;
605 633
606 case KW_animation: 634 case KW_animation:
607 { 635 {
608 CLEAR_FLAG (this, FLAG_ANIMATE); 636 CLEAR_FLAG (this, FLAG_ANIMATE);
609 animation_id = 0; 637 animation_id = 0;
610 638
611 const char *str = f.get_str (); 639 const char *str = f.get_str ();
612 if (str && (animation_id = find_animation (str))) 640 if (str && (animation_id = find_animation (str)))
613 SET_FLAG (this, FLAG_ANIMATE); 641 SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here
614 } 642 }
615 break; 643 break;
616 644
617 case KW_last_heal: f.get (last_heal); break; 645 case KW_last_heal: f.get (last_heal); break;
618 case KW_last_sp: f.get (last_sp); break; 646 case KW_last_sp: f.get (last_sp); break;
635 f.get (move_slow_penalty); 663 f.get (move_slow_penalty);
636 break; 664 break;
637 665
638 case KW_face: 666 case KW_face:
639 face = face_find (f.get_str ()); 667 face = face_find (f.get_str ());
668 break;
669
670 case KW_sound:
671 sound = sound_find (f.get_str ());
672 if (!sound)
673 f.parse_warn ("sound not found");
674 break;
675
676 case KW_sound_destroy:
677 sound_destroy = sound_find (f.get_str ());
678 if (!sound_destroy)
679 f.parse_warn ("sound not found");
640 break; 680 break;
641 681
642 case KW_x: f.get (x); break; 682 case KW_x: f.get (x); break;
643 case KW_y: f.get (y); break; 683 case KW_y: f.get (y); break;
644 684
685 case KW_invisible: f.get (invisible); break; 725 case KW_invisible: f.get (invisible); break;
686 case KW_magic: f.get (magic); break; 726 case KW_magic: f.get (magic); break;
687 case KW_state: f.get (state); break; 727 case KW_state: f.get (state); break;
688 case KW_move_slow_penalty: f.get (move_slow_penalty); break; 728 case KW_move_slow_penalty: f.get (move_slow_penalty); break;
689 case KW_material: f.get (materials); break; //TODO: nuke 729 case KW_material: f.get (materials); break; //TODO: nuke
690 case KW_materialname: f.get (materialname); break; 730
731 case KW_materialname:
732 {
733 shstr sh;
734 f.get (sh);
735 material = name_to_material (sh);
736 }
737 break;
691 738
692 /* These are the new values */ 739 /* These are the new values */
693 case KW_move_block: set_move (move_block, f.get_str ()); break; 740 case KW_move_block: set_move (move_block, f.get_str ()); break;
694 case KW_move_allow: set_move (move_allow, f.get_str ()); break; 741 case KW_move_allow: set_move (move_allow, f.get_str ()); break;
695 case KW_move_type: set_move (move_type, f.get_str ()); break; 742 case KW_move_type: set_move (move_type, f.get_str ()); break;
771 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 818 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
772 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 819 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
773 820
774 break; 821 break;
775 822
776 case KW_wiz:
777 GET_FLAG (this, FLAG_WIZ);
778 //TODO: move to check_object
779 if (QUERY_FLAG (this, FLAG_WIZ))
780 {
781 SET_FLAG (this, FLAG_WAS_WIZ);
782 SET_FLAG (this, FLAG_WIZPASS);
783 SET_FLAG (this, FLAG_WIZCAST);
784 }
785 else
786 {
787 CLEAR_FLAG (this, FLAG_WIZPASS);
788 CLEAR_FLAG (this, FLAG_WIZCAST);
789 }
790 break;
791
792 case KW_friendly: 823 case KW_friendly:
793 if (f.get_sint32 ()) 824 if (f.get_bool ())
794 if (type != PLAYER) 825 if (type != PLAYER)
795 add_friendly_object (this); 826 add_friendly_object (this);
796 827
797 break; 828 break;
798 829
811 case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break; 842 case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break;
812 case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break; 843 case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break;
813 case KW_alive: GET_FLAG (this, FLAG_ALIVE); break; 844 case KW_alive: GET_FLAG (this, FLAG_ALIVE); break;
814 case KW_applied: GET_FLAG (this, FLAG_APPLIED); break; 845 case KW_applied: GET_FLAG (this, FLAG_APPLIED); break;
815 case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break; 846 case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break;
847 case KW_player_sold: GET_FLAG (this, FLAG_PLAYER_SOLD); break;
816 case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break; 848 case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break;
817 case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break; 849 case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break;
818 case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break; 850 case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break;
819 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break; 851 case KW_changing: GET_FLAG (this, FLAG_CHANGING); break;
820 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break; 852 case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break;
827 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 859 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
828 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 860 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
829 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 861 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
830 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 862 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
831 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 863 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
832 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
833 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
834 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 864 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
835 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 865 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
836 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 866 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
837 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 867 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
838 case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break; 868 case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break;
921 case KW_anim_speed: f.get (anim_speed); break; 951 case KW_anim_speed: f.get (anim_speed); break;
922 case KW_container: f.get (weight_limit); break; 952 case KW_container: f.get (weight_limit); break;
923 case KW_will_apply: f.get (will_apply); break; 953 case KW_will_apply: f.get (will_apply); break;
924 case KW_attack_movement: f.get (attack_movement); break; 954 case KW_attack_movement: f.get (attack_movement); break;
925 case KW_move_state: f.get (move_status); break; 955 case KW_move_state: f.get (move_status); break;
926 case KW_expmul: f.get (expmul); break; 956 //case KW_expmul: f.get (expmul); break;//D declared const for the time being
927 case KW_glow_radius: f.get (glow_radius); break; 957 case KW_glow_radius: f.get (glow_radius); break;
928 case KW_weapontype: f.get (weapontype); break; 958 case KW_weapontype: f.get (weapontype); break;
929 case KW_tooltype: f.get (tooltype); break;
930 case KW_casting_time: f.get (casting_time); break; 959 case KW_casting_time: f.get (casting_time); break;
960
961 // elevation is deprecated
931 case KW_elevation: f.get (elevation); break; 962 case KW_elevation: break;
963
932 case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break; 964 case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break;
933 case KW_client_type: f.get (client_type); break; 965 case KW_client_type: f.get (client_type); break;
934 case KW_duration: f.get (duration); break; 966 case KW_duration: f.get (duration); break;
935 case KW_range: f.get (range); break; 967 case KW_range: f.get (range); break;
936 case KW_range_modifier: f.get (range_modifier); break; 968 case KW_range_modifier: f.get (range_modifier); break;
955 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; 987 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
956 case KW_can_apply: 988 case KW_can_apply:
957 break; 989 break;
958 990
959 case KW_connected: 991 case KW_connected:
960 add_button_link (this, map, f.get_sint32 ()); 992 {
993 shstr connected;
994
995 f.get (connected);
996 add_link (map, connected);
997 }
961 break; 998 break;
962 999
963 case KW_randomitems: 1000 case KW_randomitems:
964 if (f.get_str ()) 1001 if (f.get_str ())
965 { 1002 {
967 loading_arch 1004 loading_arch
968 ? treasurelist::get (f.get_str ()) 1005 ? treasurelist::get (f.get_str ())
969 : treasurelist::find (f.get_str ()); 1006 : treasurelist::find (f.get_str ());
970 1007
971 if (!randomitems) 1008 if (!randomitems)
1009 {
972 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 1010 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
1011 randomitems = treasurelist::get (shstr_none); // avoid crashes
1012 }
973 } 1013 }
974 else 1014 else
975 randomitems = 0; 1015 randomitems = 0;
976 break; 1016 break;
977 1017
978 case KW_msg: 1018 case KW_msg:
979 f.get_ml (KW_endmsg, msg); 1019 f.get_ml (KW_endmsg, msg);
980 //TODO: allow longer messages
981 if (strlen (msg) >= HUGE_BUF)
982 {
983 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (msg), &msg);
984 msg = "ERROR, please report: string too long, winged.\n";
985 }
986 break; 1020 break;
987 1021
988 case KW_lore: 1022 case KW_lore:
989 f.get_ml (KW_endlore, lore); 1023 f.get_ml (KW_endlore, lore);
990 //TODO: allow longer messages
991 /* Just print a warning so we can be reasonably safe
992 * about not overflowing the buffer.
993 */
994 if (strlen (lore) > (HUGE_BUF / 2))
995 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
996 HUGE_BUF / 2, HUGE_BUF, strlen (lore), &lore);
997 break; 1024 break;
998 1025
999 case KW_editable: 1026 case KW_editable:
1000 case KW_editor_folder: 1027 case KW_editor_folder:
1001 break; 1028 break;
1006 1033
1007 f.next (); 1034 f.next ();
1008 return true; 1035 return true;
1009 1036
1010 case KW_ERROR: 1037 case KW_ERROR:
1011 set_ob_key_value (this, f.kw_str, f.value, true); 1038 // append as key value pair (do not use kv_set as it prepends)
1039 // we also do not even try to find old values, duplicate keys stay duplicate
1040 {
1041 key_value *kv = new key_value;
1042
1043 kv->next = 0;
1044 kv->key = shstr (f.kw_str);
1045 kv->value = shstr (f.value);
1046
1047 if (!last_kv)
1048 key_values = last_kv = kv;
1049 else
1050 {
1051 while (last_kv->next)
1052 last_kv = last_kv->next;
1053
1054 last_kv->next = kv;
1055 last_kv = kv;
1056 }
1057 }
1012 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D 1058 //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D
1013 break; 1059 break;
1014 1060
1015 default: 1061 default:
1016 if (!f.parse_error ("object", name)) 1062 if (!f.parse_error ("object", name))
1030 archetype *arch = archetype::find (f.get_str ()); 1076 archetype *arch = archetype::find (f.get_str ());
1031 1077
1032 if (!arch) 1078 if (!arch)
1033 { 1079 {
1034 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); 1080 LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ());
1035 arch = archetype::find ("earthwall"); 1081 arch = archetype::find (shstr_earthwall);
1036 } 1082 }
1037 1083
1038 assert (arch); //D maybe use exception handling of sorts? 1084 assert (arch); //D maybe use exception handling of sorts?
1039 1085
1040 f.next (); 1086 f.next ();
1041 1087
1042 object *op = object::create (); 1088 object *op = arch->instance ();
1043
1044 op->map = map; 1089 op->map = map;
1045 arch->clone.copy_to (op);
1046 // copy_to activates, this should be fixed properly 1090 // instance() activates, this should be fixed properly
1047 op->deactivate (); 1091 op->deactivate ();
1048 1092
1049 if (!op->parse_kv (f)) 1093 if (!op->parse_kv (f))
1050 { 1094 {
1051 op->destroy (true); 1095 op->destroy ();
1052 return 0; 1096 return 0;
1053 } 1097 }
1054 1098
1055 op->post_load_check (); 1099 op->post_load_check ();
1056 return op; 1100 return op;
1065int 1109int
1066set_variable (object *op, char *buf) 1110set_variable (object *op, char *buf)
1067{ 1111{
1068 object_thawer f (buf, (AV *)0); 1112 object_thawer f (buf, (AV *)0);
1069 1113
1070 f.next ();
1071 return op->parse_kv (f); 1114 return op->parse_kv (f);
1072} 1115}
1073 1116
1074/* This returns a string of the integer movement type */
1075#if 0
1076// unused function
1077static char *
1078get_string_move_type (MoveType mt)
1079{
1080 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1081 int i, all_count = 0, count;
1082
1083 strcpy (retbuf, "");
1084 strcpy (retbuf_all, " all");
1085
1086 /* Quick check, and probably fairly common */
1087 if (mt == MOVE_ALL)
1088 return retbuf_all + 1;
1089 if (mt == 0)
1090 {
1091 strcpy (retbuf, "0");
1092 return retbuf;
1093 }
1094
1095 /* We basically slide the bits down. Why look at MOVE_ALL?
1096 * because we may want to return a string like 'all -swim',
1097 * and if we just looked at mt, we couldn't get that.
1098 */
1099 for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++)
1100 {
1101 if (mt & (1 << count))
1102 {
1103 strcat (retbuf, " ");
1104 strcat (retbuf, move_name[count]);
1105 }
1106 else
1107 {
1108 strcat (retbuf_all, " -");
1109 strcat (retbuf_all, move_name[count]);
1110 all_count++;
1111 }
1112 }
1113 /* Basically, if there is a single negation, return it, eg
1114 * 'all -swim'. But more than that, just return the
1115 * enumerated values. It doesn't make sense to return
1116 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1117 */
1118 if (all_count <= 1)
1119 return retbuf_all + 1;
1120 else
1121 return retbuf + 1;
1122}
1123#endif
1124
1125// compare *op against *tmp and output differences 1117// compare *op against *arch and output differences
1126static void 1118static void
1127write_diff (object_freezer &f, object *op, object *tmp) 1119write_diff (object_freezer &f, object *op, object *arch)
1128{ 1120{
1129 static const keyword resist_save[NROFATTACKS] = { 1121 static const keyword resist_save[NROFATTACKS] = {
1130# define def(uc, lc, name, plus, change) KW_resist_ ## lc, 1122# define def(uc, lc, name, plus, change) KW_resist_ ## lc,
1131# include "attackinc.h" 1123# include "attackinc.h"
1132# undef def 1124# undef def
1137 * the 15'th element of this array should match that name. 1129 * the 15'th element of this array should match that name.
1138 * If an entry is NULL, that is a flag not to loaded/saved. 1130 * If an entry is NULL, that is a flag not to loaded/saved.
1139 */ 1131 */
1140 static const keyword flag_names [NUM_FLAGS] = { 1132 static const keyword flag_names [NUM_FLAGS] = {
1141 KW_alive, 1133 KW_alive,
1142 KW_wiz,
1143 KW_NULL, 1134 KW_NULL,
1144 KW_NULL, 1135 KW_NULL,
1145 KW_was_wiz, 1136 KW_NULL,
1137 KW_NULL,
1146 KW_applied, 1138 KW_applied,
1147 KW_unpaid, 1139 KW_unpaid,
1148 KW_can_use_shield, 1140 KW_can_use_shield,
1149 KW_no_pick, 1141 KW_no_pick,
1150 KW_NULL, // walk_on 1142 KW_NULL, // walk_on
1143 /* 10 */
1151 KW_NULL, // no_pass 1144 KW_NULL, // no_pass
1152 /* 10 */
1153 KW_is_animated, 1145 KW_is_animated,
1154 KW_NULL, // slow_move 1146 KW_NULL, // slow_move
1155 KW_NULL, // flying 1147 KW_NULL, // flying
1156 KW_monster, 1148 KW_monster,
1157 KW_friendly, 1149 KW_friendly,
1158 KW_generator, 1150 KW_generator,
1159 KW_is_thrown, 1151 KW_is_thrown,
1160 KW_auto_apply, 1152 KW_auto_apply,
1161 KW_treasure_env, 1153 KW_treasure_env,
1154 /* 20 */
1162 KW_player_sold, 1155 KW_player_sold,
1163 /* 20 */
1164 KW_see_invisible, 1156 KW_see_invisible,
1165 KW_can_roll, 1157 KW_can_roll,
1166 KW_overlay_floor, 1158 KW_overlay_floor,
1167 KW_is_turnable, 1159 KW_is_turnable,
1168 KW_NULL, // walk_off 1160 KW_NULL, // walk_off
1169 KW_NULL, // fly_on 1161 KW_NULL, // fly_on
1170 KW_NULL, // fly_off 1162 KW_NULL, // fly_off
1171 KW_is_used_up, 1163 KW_is_used_up,
1172 KW_identified, 1164 KW_identified,
1165 /* 30 */
1173 KW_reflecting, 1166 KW_reflecting,
1174 /* 30 */
1175 KW_changing, 1167 KW_changing,
1176 KW_splitting, 1168 KW_splitting,
1177 KW_hitback, 1169 KW_hitback,
1178 KW_startequip, 1170 KW_startequip,
1179 KW_blocksview, 1171 KW_blocksview,
1180 KW_undead, 1172 KW_undead,
1181 KW_scared, 1173 KW_scared,
1182 KW_unaggressive, 1174 KW_unaggressive,
1183 KW_reflect_missile, 1175 KW_reflect_missile,
1176 /* 40 */
1184 KW_reflect_spell, 1177 KW_reflect_spell,
1185 /* 40 */
1186 KW_no_magic, 1178 KW_no_magic,
1187 KW_no_fix_player, 1179 KW_NULL,
1188 KW_is_lightable, 1180 KW_is_lightable,
1189 KW_tear_down, 1181 KW_tear_down,
1190 KW_run_away, 1182 KW_run_away,
1191 KW_NULL, // pass_thru 1183 KW_NULL, // pass_thru
1192 KW_NULL, // an_pass_thru 1184 KW_NULL, // an_pass_thru
1193 KW_pick_up, 1185 KW_pick_up,
1194 KW_unique, 1186 KW_unique,
1187 /* 50 */
1195 KW_no_drop, 1188 KW_no_drop,
1196 /* 50 */
1197 KW_NULL, // wizcast 1189 KW_NULL, // wizcast
1198 KW_can_cast_spell, 1190 KW_can_cast_spell,
1199 KW_can_use_scroll, 1191 KW_can_use_scroll,
1200 KW_can_use_range, 1192 KW_can_use_range,
1201 KW_can_use_bow, 1193 KW_can_use_bow,
1202 KW_can_use_armour, 1194 KW_can_use_armour,
1203 KW_can_use_weapon, 1195 KW_can_use_weapon,
1204 KW_can_use_ring, 1196 KW_can_use_ring,
1205 KW_has_ready_range, 1197 KW_has_ready_range,
1198 /* 60 */
1206 KW_has_ready_bow, 1199 KW_has_ready_bow,
1207 /* 60 */
1208 KW_xrays, 1200 KW_xrays,
1209 KW_NULL, 1201 KW_NULL,
1210 KW_is_floor, 1202 KW_is_floor,
1211 KW_lifesave, 1203 KW_lifesave,
1212 KW_no_strength, 1204 KW_no_strength,
1213 KW_sleep, 1205 KW_sleep,
1214 KW_stand_still, 1206 KW_stand_still,
1215 KW_random_move, 1207 KW_random_move,
1216 KW_only_attack, 1208 KW_only_attack,
1209 /* 70 */
1217 KW_confused, 1210 KW_confused,
1218 /* 70 */
1219 KW_stealth, 1211 KW_stealth,
1220 KW_NULL, 1212 KW_NULL,
1221 KW_NULL, 1213 KW_NULL,
1222 KW_cursed, 1214 KW_cursed,
1223 KW_damned, 1215 KW_damned,
1224 KW_see_anywhere, 1216 KW_see_anywhere,
1225 KW_known_magical, 1217 KW_known_magical,
1226 KW_known_cursed, 1218 KW_known_cursed,
1227 KW_can_use_skill, 1219 KW_can_use_skill,
1220 /* 80 */
1228 KW_been_applied, 1221 KW_been_applied,
1229 /* 80 */
1230 KW_has_ready_scroll, 1222 KW_has_ready_scroll,
1231 KW_can_use_rod, 1223 KW_can_use_rod,
1232 KW_precious, 1224 KW_precious,
1233 KW_can_use_horn, 1225 KW_can_use_horn,
1234 KW_make_invisible, 1226 KW_make_invisible,
1235 KW_inv_locked, 1227 KW_inv_locked,
1236 KW_is_wooded, 1228 KW_is_wooded,
1237 KW_is_hilly, 1229 KW_is_hilly,
1238 KW_has_ready_skill, 1230 KW_has_ready_skill,
1231 /* 90 */
1239 KW_has_ready_weapon, 1232 KW_has_ready_weapon,
1240 /* 90 */
1241 KW_no_skill_ident, 1233 KW_no_skill_ident,
1242 KW_is_blind, 1234 KW_is_blind,
1243 KW_can_see_in_dark, 1235 KW_can_see_in_dark,
1244 KW_is_cauldron, 1236 KW_is_cauldron,
1245 KW_NULL, 1237 KW_NULL,
1246 KW_no_steal, 1238 KW_no_steal,
1247 KW_one_hit, 1239 KW_one_hit,
1248 KW_NULL, 1240 KW_NULL,
1249 KW_berserk, 1241 KW_berserk,
1242 /* 100 */
1250 KW_neutral, 1243 KW_neutral,
1251 /* 100 */
1252 KW_no_attack, 1244 KW_no_attack,
1253 KW_no_damage, 1245 KW_no_damage,
1254 KW_obj_original, 1246 KW_obj_original,
1255 KW_NULL, 1247 KW_NULL,
1256 KW_activate_on_push, 1248 KW_activate_on_push,
1257 KW_activate_on_release, 1249 KW_activate_on_release,
1258 KW_is_water, 1250 KW_is_water,
1259 KW_use_content_on_gen, 1251 KW_use_content_on_gen,
1260 KW_NULL, 1252 KW_NULL,
1253 /* 110 */
1261 KW_is_buildable, 1254 KW_is_buildable,
1262 /* 110 */
1263 KW_destroy_on_death, 1255 KW_destroy_on_death,
1264 KW_NULL, 1256 KW_NULL,
1265 }; 1257 };
1266 1258
1267 int i; 1259 // obj_original is the only commonly differing flag between archetype
1260 // and object, so special-case it here to be able to skip the loop
1261 static const struct flagmask : object::flags_t
1262 {
1263 flagmask ()
1264 {
1265 for (int i = 0; i < NUM_FLAGS; i++)
1266 if (flag_names [i])
1267 set (i);
1268 }
1269 } flagmask;
1268 1270
1269 /* This saves the key/value lists. We do it first so that any 1271 /* This saves the key/value lists. We do it first so that any
1270 * keys that match field names will be overwritten by the loader. 1272 * keys that match field names will be overwritten by the loader.
1271 */ 1273 */
1272 for (key_value *my_field = op->key_values; my_field; my_field = my_field->next) 1274 for (key_value *kv = op->key_values; kv; kv = kv->next)
1273 { 1275 if (!arch->key_values || arch->kv (kv->key) != kv->value)
1274 /* Find the field in the opposing member. */ 1276 f.put (kv->key, kv->value);
1275 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1276 1277
1277 /* If there's no partnering field, or it's got a different value, save our field. */ 1278 if (op->uuid)
1278 if (!arch_field || my_field->value != arch_field->value)
1279 f.put (my_field->key, my_field->value);
1280 } 1279 {
1280 // highly optimised - this is often 25% of all data written
1281 char *cur = f.force (sizeof ("uuid ") + UUID::MAX_LEN + 1);
1282 char *ptr = cur;
1281 1283
1282 /* We don't need to worry about the arch's extra fields - they 1284 memcpy (ptr, "uuid ", sizeof ("uuid ") - 1);
1283 * will get taken care of the copy_to method. 1285 ptr += sizeof ("uuid ") - 1;
1284 */ 1286 ptr = op->uuid.append (ptr);
1287 *ptr++ = '\n';
1285 1288
1286 { 1289 f.alloc (ptr - cur);
1287 char uids[64];
1288 snprintf (uids, sizeof (uids), "<1.%llx>", (unsigned long long)op->uuid.seq);
1289 f.put (KW_uuid, (const char *)uids);
1290 } 1290 }
1291 1291
1292#define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) 1292#define CMP_OUT(v) if (expect_false (op->v != arch->v)) f.put (KW (v), op->v)
1293#define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) 1293#define CMP_OUT2(k,v) if (expect_false (op->v != arch->v)) f.put (KW (k), op->v)
1294
1295 CMP_OUT (x);
1296 CMP_OUT (y);
1297
1298 CMP_OUT (type);
1299 CMP_OUT (subtype);
1300 CMP_OUT (direction);
1294 1301
1295 CMP_OUT (name); 1302 CMP_OUT (name);
1296 CMP_OUT (name_pl); 1303 CMP_OUT (name_pl);
1297 CMP_OUT (custom_name); 1304
1305 CMP_OUT (speed);
1306
1307 // speed_left is a major time-burner, and has good locality, so
1308 // we use a simple lookup-cache to avoid the very slow printf.
1309 if (op->speed_left != arch->speed_left)
1310 {
1311 static double last_speed_left = 0.;
1312 static char last_speed_left_str [256] = "speed_left 0\n";
1313 static int last_speed_left_len = sizeof ("speed_left 0\n") - 1;
1314
1315 if (last_speed_left != op->speed_left)
1316 {
1317 last_speed_left = op->speed_left;
1318 last_speed_left_len = sizeof ("speed_left ") - 1
1319 + sprintf (last_speed_left_str + sizeof ("speed_left ") - 1, "%.7g\n", last_speed_left);
1320 }
1321
1322 f.add (last_speed_left_str, last_speed_left_len);
1323 }
1324
1298 CMP_OUT (title); 1325 CMP_OUT (title);
1299 CMP_OUT (race); 1326 CMP_OUT (race);
1300 CMP_OUT (slaying); 1327 CMP_OUT (slaying);
1328 CMP_OUT (skill);
1301 1329
1302 if (op->msg != tmp->msg) 1330 CMP_OUT (tag);
1303 f.put (KW_msg, KW_endmsg, op->msg); 1331 CMP_OUT (custom_name);
1304 if (op->lore != tmp->lore) 1332
1305 f.put (KW_lore, KW_endlore, op->lore); 1333 if (object *owner = op->owner)
1334 f.put (KW(owner), static_cast<const char *>(owner->ref ()));
1335
1336 // memory, attacked_by, chosen_skill, spellitem, spell, current_weapon, arch not saved
1306 1337
1307 CMP_OUT (other_arch); 1338 CMP_OUT (other_arch);
1308 1339
1309 if (op->face != tmp->face) f.put (KW_face, op->face ? &faces [op->face] : 0); 1340 if (op->msg != arch->msg ) f.put (KW(msg) , KW(endmsg) , op->msg );
1341 if (op->lore != arch->lore) f.put (KW(lore), KW(endlore), op->lore);
1310 1342
1343 if (op->face != arch->face ) f.put (KW(face) , op->face ? &faces [op->face ] : 0);
1344 if (op->sound != arch->sound ) f.put (KW(sound) , op->sound ? &faces [op->sound ] : 0);
1345 if (op->sound_destroy != arch->sound_destroy) f.put (KW(sound_destroy), op->sound_destroy ? &faces [op->sound_destroy] : 0);
1346
1311 if (op->animation_id != tmp->animation_id) 1347 if (op->animation_id != arch->animation_id)
1312 if (op->animation_id) 1348 if (op->has_anim ())
1349 f.put (KW(animation), op->anim ().name);
1350 else
1313 { 1351 {
1314 f.put (KW_animation, animations[GET_ANIM_ID (op)].name); 1352 f.put (KW(animation));
1315 1353 op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here?
1316 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1317 f.put (KW_is_animated, (sint32) 0);
1318 } 1354 }
1319 else
1320 f.put (KW_animation, (const char *) 0);
1321 1355
1322 CMP_OUT2 (str, stats.Str); 1356 CMP_OUT2 (str, stats.Str);
1323 CMP_OUT2 (dex, stats.Dex); 1357 CMP_OUT2 (dex, stats.Dex);
1324 CMP_OUT2 (con, stats.Con); 1358 CMP_OUT2 (con, stats.Con);
1325 CMP_OUT2 (wis, stats.Wis); 1359 CMP_OUT2 (wis, stats.Wis);
1334 CMP_OUT2 (grace, stats.grace); 1368 CMP_OUT2 (grace, stats.grace);
1335 CMP_OUT2 (maxgrace, stats.maxgrace); 1369 CMP_OUT2 (maxgrace, stats.maxgrace);
1336 CMP_OUT2 (exp, stats.exp); 1370 CMP_OUT2 (exp, stats.exp);
1337 1371
1338 CMP_OUT (perm_exp); 1372 CMP_OUT (perm_exp);
1339 CMP_OUT (expmul); 1373 //CMP_OUT (expmul);
1340 1374
1341 CMP_OUT2 (food, stats.food); 1375 CMP_OUT2 (food, stats.food);
1342 CMP_OUT2 (dam, stats.dam); 1376 CMP_OUT2 (dam, stats.dam);
1343 CMP_OUT2 (luck, stats.luck); 1377 CMP_OUT2 (luck, stats.luck);
1344 CMP_OUT2 (wc, stats.wc); 1378 CMP_OUT2 (wc, stats.wc);
1345 CMP_OUT2 (ac, stats.ac); 1379 CMP_OUT2 (ac, stats.ac);
1346 1380
1347 CMP_OUT (x);
1348 CMP_OUT (y);
1349 CMP_OUT (speed);
1350 CMP_OUT (speed_left);
1351 CMP_OUT2 (move_state, move_status); 1381 CMP_OUT2 (move_state, move_status);
1352 CMP_OUT (attack_movement); 1382 CMP_OUT (attack_movement);
1353 CMP_OUT (nrof); 1383 CMP_OUT (nrof);
1354 CMP_OUT (level); 1384 CMP_OUT (level);
1355 CMP_OUT (direction);
1356 CMP_OUT (type);
1357 CMP_OUT (subtype);
1358 CMP_OUT (attacktype); 1385 CMP_OUT (attacktype);
1359 1386
1387 // using memcmp here seems to be a loss - is gcc vectorising?
1360 for (i = 0; i < NROFATTACKS; i++) 1388 for (int i = 0; i < NROFATTACKS; i++)
1361 if (op->resist[i] != tmp->resist[i]) 1389 if (expect_false (op->resist[i] != arch->resist[i]))
1362 f.put (resist_save[i], op->resist[i]); 1390 f.put (resist_save[i], op->resist[i]);
1363 1391
1364 CMP_OUT (path_attuned); 1392 CMP_OUT (path_attuned);
1365 CMP_OUT (path_repelled); 1393 CMP_OUT (path_repelled);
1366 CMP_OUT (path_denied); 1394 CMP_OUT (path_denied);
1395
1367 CMP_OUT2 (material, materials);//TODO: nuke 1396 CMP_OUT2 (material, materials);//TODO: nuke
1368 CMP_OUT (materialname); 1397 if (op->material != arch->material)
1398 f.put (KW(materialname), op->material->name);
1399
1369 CMP_OUT (value); 1400 CMP_OUT (value);
1370 CMP_OUT (carrying); 1401 CMP_OUT (carrying);
1371 CMP_OUT (weight); 1402 CMP_OUT (weight);
1372 CMP_OUT (invisible); 1403 CMP_OUT (invisible);
1373 CMP_OUT (state); 1404 CMP_OUT (state);
1376 CMP_OUT (last_sp); 1407 CMP_OUT (last_sp);
1377 CMP_OUT (last_grace); 1408 CMP_OUT (last_grace);
1378 CMP_OUT (last_eat); 1409 CMP_OUT (last_eat);
1379 CMP_OUT (glow_radius); 1410 CMP_OUT (glow_radius);
1380 1411
1381 if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) 1412 if (op->flag [FLAG_IS_LINKED])
1413 if (auto (ol, op->find_link ()))
1382 f.put (KW_connected, i); 1414 f.put (KW(connected), ol->id);
1383 1415
1384 CMP_OUT (randomitems); 1416 CMP_OUT (randomitems);
1385 CMP_OUT2 (container, weight_limit); 1417 CMP_OUT2 (container, weight_limit);
1386 1418
1387 CMP_OUT (run_away); 1419 CMP_OUT (run_away);
1388 CMP_OUT (pick_up); 1420 CMP_OUT (pick_up);
1389 CMP_OUT (will_apply); 1421 CMP_OUT (will_apply);
1390 CMP_OUT (smoothlevel); 1422 CMP_OUT (smoothlevel);
1391 CMP_OUT (weapontype); 1423 CMP_OUT (weapontype);
1392 CMP_OUT (tooltype);
1393 CMP_OUT (elevation);
1394 CMP_OUT (client_type); 1424 CMP_OUT (client_type);
1395 CMP_OUT (item_power); 1425 CMP_OUT (item_power);
1396 CMP_OUT (duration); 1426 CMP_OUT (duration);
1397 CMP_OUT (range); 1427 CMP_OUT (range);
1398 CMP_OUT (range_modifier); 1428 CMP_OUT (range_modifier);
1406 CMP_OUT (move_on); 1436 CMP_OUT (move_on);
1407 CMP_OUT (move_off); 1437 CMP_OUT (move_off);
1408 CMP_OUT (move_slow); 1438 CMP_OUT (move_slow);
1409 CMP_OUT (move_slow_penalty); 1439 CMP_OUT (move_slow_penalty);
1410 1440
1411 if (op->flag != tmp->flag) 1441 object::flags_t diff = (op->flag ^ arch->flag) & flagmask;
1442
1443 if (diff [FLAG_OBJ_ORIGINAL])
1444 f.put (flag_names [FLAG_OBJ_ORIGINAL], op->flag [FLAG_OBJ_ORIGINAL] ? CS(1) : CS(0));
1445
1446 diff.reset (FLAG_OBJ_ORIGINAL);
1447
1448 // quickly test whether any other flags differ
1449 if (expect_true (diff.any ()))
1412 for (i = 0; i <= NUM_FLAGS; i++) 1450 for (int i = 0; i < NUM_FLAGS; i++)
1413 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1451 if (expect_false (diff [i]))
1414 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1452 f.put (flag_names [i], op->flag [i] ? CS(1) : CS(0));
1415 1453
1416 // save body locations 1454 // save body locations. gcc's memcmp does an abysmal job when used
1417 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1455 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1418 if (op->slot[i].info != tmp->slot[i].info) 1456 if (expect_false (op->slot[i].info != arch->slot[i].info))
1419 f.put (body_locations[i].save_name, op->slot[i].info); 1457 f.put (body_locations[i].save_name, op->slot[i].info);
1420} 1458}
1421 1459
1422/* 1460/*
1423 * Dumps all variables in an object to a file. 1461 * Dumps all variables in an object to a file.
1425 * the only place this is not set is when saving the player. 1463 * the only place this is not set is when saving the player.
1426 */ 1464 */
1427bool 1465bool
1428object::write (object_freezer &f) 1466object::write (object_freezer &f)
1429{ 1467{
1430 /* Even if the object does have an owner, it would seem that we should 1468 if (expect_false (is_arch ()))
1431 * still save it. 1469 {
1432 */ 1470 f.put (KW(object), arch->archname);
1433 if (owner) 1471 write_diff (f, this, archetype::empty);
1434 return true; 1472 }
1435 1473 else
1436 archetype *at = arch ? (archetype *)arch : empty_archetype; 1474 {
1437
1438 f.put (KW_arch, at->name); 1475 f.put (KW(arch), arch->archname);
1439 write_diff (f, this, &at->clone); 1476 write_diff (f, this, arch);
1477 }
1440 1478
1441 for (object *tmp = inv; tmp; tmp = tmp->below) 1479 for (object *tmp = inv; tmp; tmp = tmp->below)
1442 tmp->write (f); 1480 tmp->write (f);
1443 1481
1444 f.put (this); 1482 f.put (this);
1445 f.put (KW_end); 1483 f.put (KW(end));
1446 1484
1447 return true; 1485 return true;
1448} 1486}
1449 1487
1450///////////////////////////////////////////////////////////////////////////// 1488/////////////////////////////////////////////////////////////////////////////
1451 1489
1452// generic resource file load, 1490// generic resource file load,
1453// currently supports: region, treasures, archetypes 1491// currently supports: region, treasures, archetypes
1492bool
1454bool load_resource_file (const char *filename) 1493load_resource_file_ (const char *filename)
1455{ 1494{
1456 object_thawer f (filename); 1495 object_thawer f (filename);
1457
1458 bool success = false;
1459 bool seen_arch = false;
1460
1461 f.next ();
1462 1496
1463 for (;;) 1497 for (;;)
1464 { 1498 {
1465 switch (f.kw) 1499 switch (f.kw)
1466 { 1500 {
1467 case KW_region: 1501 case KW_region:
1468 if (!region::read (f)) 1502 if (!region::read (f))
1469 goto finish; 1503 return false;
1470 break; 1504 break;
1471 1505
1472 case KW_treasure: 1506 case KW_treasure:
1473 case KW_treasureone: 1507 case KW_treasureone:
1474 if (!treasurelist::read (f)) 1508 if (!treasurelist::read (f))
1475 goto finish; 1509 return false;
1476 break; 1510 break;
1477 1511
1478 case KW_object: 1512 case KW_object:
1479 seen_arch = true;
1480 if (!archetype::read (f)) 1513 if (!archetype::read (f))
1481 goto finish; 1514 return false;
1482 break; 1515 break;
1483 1516
1484 case KW_EOF: 1517 case KW_EOF:
1485 success = true; 1518 return true;
1486 goto finish;
1487 1519
1488 default: 1520 default:
1489 if (!f.parse_error ("resource file")) 1521 if (!f.parse_error ("resource file"))
1490 goto finish; 1522 return false;
1491 1523
1492 f.next (); 1524 f.next ();
1493 break; 1525 break;
1494 } 1526 }
1495 } 1527 }
1496
1497finish:
1498 if (seen_arch)
1499 init_archetype_pointers ();
1500
1501 return success;
1502} 1528}
1503 1529

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