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/cvs/deliantra/server/common/loader.C
(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.70 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.82 by root, Thu May 17 14:14:54 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 if (slot [body_range].info != -1)
272 {
273 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
274 slot [body_range].info = -1;
275 }
276 break;
277
278 case WEAPON:
279 if (slot [body_combat].info != -1)
280 {
281 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
282 slot [body_combat].info = -1;
283 }
284 break;
285
286 case SHIELD:
287 if (slot [body_shield].info != -1)
288 {
289 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
290 slot [body_shield].info = -1;
291 }
292 break;
293
294 case PLAYER:
295 if (slot [body_shield].info != 1)
296 {
297 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
298 slot [body_shield].info = 1;
299 }
300
301 if (slot [body_combat].info != 1)
302 {
303 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
304 slot [body_combat].info = 1;
305 }
306
307 if (slot [body_range].info != 1)
308 {
309 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
310 slot [body_range].info = 1;
311 }
312 break;
313 }
314
265 /* We do some specialised handling to handle legacy cases of name_pl. 315 /* 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 - 316 * 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 317 * 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 318 * 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 319 * 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. 320 * 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 321 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 322 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 323 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 324 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl)
275 op->name_pl = 0; 325 name_pl = 0;
276 326
277 if (!op->name_pl) 327 if (!name_pl)
278 op->name_pl = op->name; 328 name_pl = name;
279 329
280 /* objects now have a materialname. try to patch it in */ 330 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 331 if (!(is_weapon () && level > 0))
282 { 332 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 }
288 333
289 /* only do these when program is first run - a bit 334 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 335 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 336 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 337 * not in the ideal fashion.
293 */ 338 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 339 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 340 {
296 if (!op->skill) 341 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 342 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || 343 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) 344 (!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); 345 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 346 }
302 347
303 /* We changed last_heal to gen_sp_armour, which is what it 348 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 349 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 350 * that may have an old value.
306 */ 351 */
307 if (op->type == WEAPON 352 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 353 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 354 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 355 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 356 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 357 || type == BRACERS || type == CLOAK)
313 { 358 {
314 if (op->last_heal) 359 if (last_heal)
315 { 360 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 361 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 362 gen_sp_armour = last_heal;
318 op->last_heal = 0; 363 last_heal = 0;
319 } 364 }
320 365
321 int ip = calc_item_power (op, 0); 366 int ip = calc_item_power (this, 0);
322 367
323 /* Legacy objects from before item power was in the game */ 368 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 369 if (!item_power && ip)
325 { 370 {
326 if (ip > 3) 371 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 372 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 373
329 op->item_power = ip; 374 item_power = ip;
330 } 375 }
331 376
332 /* Check for possibly bogus values. Has to meet both these criteria - 377 /* 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 378 * 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. 379 * 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, 380 * similarly, it item_power is 0, the first check will always pass,
336 * but not the second one. 381 * but not the second one.
337 */ 382 */
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 383 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); 384 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
340 } 385 }
341 386
342 /* Old spellcasting object - need to load in the appropiate object */ 387 /* 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 || 388 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 */ 389 /* 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) 390 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 391 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 392 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 393 * in that spell was stored in sp.
349 */ 394 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 395 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 396 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 397 randomitems = NULL; /* So another spell isn't created for this object */
353 } 398 }
354 399
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 400 /* 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) 401 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 402 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 403 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 404 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 405 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 406 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 407 value = arch->clone.value * inv->value;
363 } 408 }
364 409
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 410 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 411 {
367 if (op->stats.hp > op->stats.maxhp) 412 if (stats.hp > stats.maxhp)
368 { 413 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 414 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; 415 stats.maxhp = stats.hp;
371 } 416 }
372 417
373 /* The archs just need to be updated for this */ 418 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 419 if (move_type == 0)
375 op->move_type = MOVE_WALK; 420 move_type = MOVE_WALK;
376 } 421 }
377 422
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 423 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 424 {
380 /* Object will duplicate it's content as part of the 425 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 426 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 427 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 428 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 429 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 430 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 431 }
387 432
388 /* Handle player movers. We use move_type for player movers 433 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 434 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 435 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 436 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 437 * are doing, otherwise, set move_type based on maxhp value.
393 */ 438 */
394 if (op->type == PLAYERMOVER) 439 if (type == PLAYERMOVER)
395 { 440 {
396 if (!op->move_type) 441 if (!move_type)
397 { 442 {
398 if (op->stats.maxhp) 443 if (stats.maxhp)
399 { 444 {
400 op->move_type = MOVE_ALL; 445 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 446 stats.maxhp = 0;
402 } 447 }
403 else 448 else
404 op->move_type = MOVE_WALK; 449 move_type = MOVE_WALK;
405 } 450 }
406 } 451 }
407
408} 452}
409 453
410static void 454static void
411set_move (MoveType &mt, const char *str) 455set_move (MoveType &mt, const char *str)
412{ 456{
418 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH }, 462 { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH },
419 { "fly_low" , MOVE_FLY_LOW }, 463 { "fly_low" , MOVE_FLY_LOW },
420 { "fly_high", MOVE_FLY_HIGH }, 464 { "fly_high", MOVE_FLY_HIGH },
421 { "swim" , MOVE_SWIM }, 465 { "swim" , MOVE_SWIM },
422 { "boat" , MOVE_BOAT }, 466 { "boat" , MOVE_BOAT },
467 { "ship" , MOVE_SHIP },
423 { "all" , MOVE_ALL }, 468 { "all" , MOVE_ALL },
424 }; 469 };
425 470
426 if (!str) 471 if (!str)
427 { 472 {
473 CLEAR_FLAG (op, flag) \ 518 CLEAR_FLAG (op, flag) \
474 519
475bool 520bool
476object::parse_kv (object_thawer &f) 521object::parse_kv (object_thawer &f)
477{ 522{
478 assert (f.kw == KW_object || f.kw == KW_arch);
479
480 if (f.kw == KW_object)
481 f.get (name); // preset name from object name
482
483 f.next ();
484
485 object *op_inv = inv; 523 object *op_inv = inv;
486 524
487 for (;;) 525 for (;;)
488 { 526 {
489 switch (f.kw) 527 switch (f.kw)
728 GET_FLAG (this, FLAG_IDENTIFIED); 766 GET_FLAG (this, FLAG_IDENTIFIED);
729 //TODO: move to check_object or so 767 //TODO: move to check_object or so
730 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 768 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
731 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 769 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
732 770
733 break;
734
735 case KW_wiz:
736 GET_FLAG (this, FLAG_WIZ);
737 //TODO: move to check_object
738 if (QUERY_FLAG (this, FLAG_WIZ))
739 {
740 SET_FLAG (this, FLAG_WAS_WIZ);
741 SET_FLAG (this, FLAG_WIZPASS);
742 SET_FLAG (this, FLAG_WIZCAST);
743 }
744 else
745 {
746 CLEAR_FLAG (this, FLAG_WIZPASS);
747 CLEAR_FLAG (this, FLAG_WIZCAST);
748 }
749 break; 771 break;
750 772
751 case KW_friendly: 773 case KW_friendly:
752 if (f.get_sint32 ()) 774 if (f.get_sint32 ())
753 if (type != PLAYER) 775 if (type != PLAYER)
786 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 808 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
787 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 809 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
788 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 810 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
789 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 811 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
790 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 812 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
791 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
792 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 813 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
793 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 814 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
794 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 815 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
795 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 816 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
796 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 817 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
839 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; 860 case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break;
840 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; 861 case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break;
841 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; 862 case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break;
842 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; 863 case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break;
843 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; 864 case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break;
865 case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break;
866 case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break;
844 867
845 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; 868 case KW_armour: f.get (resist[ATNR_PHYSICAL]); break;
846 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; 869 case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break;
847 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; 870 case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break;
848 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; 871 case KW_resist_fire: f.get (resist[ATNR_FIRE]); break;
894 case KW_dam_modifier: f.get (dam_modifier); break; 917 case KW_dam_modifier: f.get (dam_modifier); break;
895 case KW_duration_modifier: f.get (duration_modifier); break; 918 case KW_duration_modifier: f.get (duration_modifier); break;
896 919
897 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 920 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
898 //TODO: parse from other include files 921 //TODO: parse from other include files
899 case KW_body_range: f.get (body_info[0]); break; 922 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
900 case KW_body_arm: f.get (body_info[1]); break; 923 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
901 case KW_body_torso: f.get (body_info[2]); break; 924 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
902 case KW_body_head: f.get (body_info[3]); break; 925 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
903 case KW_body_neck: f.get (body_info[4]); break; 926 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
904 case KW_body_skill: f.get (body_info[5]); break; 927 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
905 case KW_body_finger: f.get (body_info[6]); break; 928 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
906 case KW_body_shoulder: f.get (body_info[7]); break; 929 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
907 case KW_body_foot: f.get (body_info[8]); break; 930 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
908 case KW_body_hand: f.get (body_info[9]); break; 931 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
909 case KW_body_wrist: f.get (body_info[10]); break; 932 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
910 case KW_body_waist: f.get (body_info[11]); break; 933 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
934 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
935 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
911 case KW_can_apply: 936 case KW_can_apply:
912 break; 937 break;
913 938
914 case KW_connected: 939 case KW_connected:
915 add_button_link (this, map, f.get_sint32 ()); 940 add_button_link (this, map, f.get_sint32 ());
924 : treasurelist::find (f.get_str ()); 949 : treasurelist::find (f.get_str ());
925 950
926 if (!randomitems) 951 if (!randomitems)
927 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); 952 LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ());
928 } 953 }
954 else
955 randomitems = 0;
929 break; 956 break;
930 957
931 case KW_msg: 958 case KW_msg:
932 f.get_ml (KW_endmsg, msg); 959 f.get_ml (KW_endmsg, msg);
933 //TODO: allow longer messages 960 //TODO: allow longer messages
952 case KW_editable: 979 case KW_editable:
953 case KW_editor_folder: 980 case KW_editor_folder:
954 break; 981 break;
955 982
956 case KW_end: 983 case KW_end:
957 check_loaded_object (this);
958
959 if (!loading_arch) 984 if (!loading_arch)
960 instantiate (); 985 instantiate ();
961 986
962 f.next (); 987 f.next ();
963 return true; 988 return true;
990 arch = archetype::find ("earthwall"); 1015 arch = archetype::find ("earthwall");
991 } 1016 }
992 1017
993 assert (arch); //D maybe use exception handling of sorts? 1018 assert (arch); //D maybe use exception handling of sorts?
994 1019
1020 f.next ();
1021
995 object *op = object::create (); 1022 object *op = object::create ();
996 1023
997 op->map = map; 1024 op->map = map;
998 arch->clone.copy_to (op); 1025 arch->clone.copy_to (op);
999 // copy_to activates, this should be fixed properly 1026 // copy_to activates, this should be fixed properly
1003 { 1030 {
1004 op->destroy (true); 1031 op->destroy (true);
1005 return 0; 1032 return 0;
1006 } 1033 }
1007 1034
1035 op->post_load_check ();
1008 return op; 1036 return op;
1009} 1037}
1010 1038
1011/* This takes a buffer, scans it for variables, and sets those variables 1039/* This takes a buffer, scans it for variables, and sets those variables
1012 * as appropriate in op. 1040 * as appropriate in op.
1017int 1045int
1018set_variable (object *op, char *buf) 1046set_variable (object *op, char *buf)
1019{ 1047{
1020 object_thawer f (buf, (AV *)0); 1048 object_thawer f (buf, (AV *)0);
1021 1049
1022 f.kw = KW_arch; // special hack so that parse_kv skips 1050 f.next ();
1023 return op->parse_kv (f); 1051 return op->parse_kv (f);
1024} 1052}
1025 1053
1026/* This returns a string of the integer movement type */ 1054/* This returns a string of the integer movement type */
1027#if 0 1055#if 0
1089 * the 15'th element of this array should match that name. 1117 * the 15'th element of this array should match that name.
1090 * If an entry is NULL, that is a flag not to loaded/saved. 1118 * If an entry is NULL, that is a flag not to loaded/saved.
1091 */ 1119 */
1092 static const keyword flag_names [NUM_FLAGS] = { 1120 static const keyword flag_names [NUM_FLAGS] = {
1093 KW_alive, 1121 KW_alive,
1094 KW_wiz,
1095 KW_NULL, 1122 KW_NULL,
1096 KW_NULL, 1123 KW_NULL,
1097 KW_was_wiz, 1124 KW_NULL,
1125 KW_NULL,
1098 KW_applied, 1126 KW_applied,
1099 KW_unpaid, 1127 KW_unpaid,
1100 KW_can_use_shield, 1128 KW_can_use_shield,
1101 KW_no_pick, 1129 KW_no_pick,
1102 KW_NULL, // walk_on 1130 KW_NULL, // walk_on
1108 KW_monster, 1136 KW_monster,
1109 KW_friendly, 1137 KW_friendly,
1110 KW_generator, 1138 KW_generator,
1111 KW_is_thrown, 1139 KW_is_thrown,
1112 KW_auto_apply, 1140 KW_auto_apply,
1113 KW_NULL, // was KW_treasure 1141 KW_treasure_env,
1114 KW_player_sold, 1142 KW_player_sold,
1115 /* 20 */ 1143 /* 20 */
1116 KW_see_invisible, 1144 KW_see_invisible,
1117 KW_can_roll, 1145 KW_can_roll,
1118 KW_overlay_floor, 1146 KW_overlay_floor,
1179 KW_can_use_skill, 1207 KW_can_use_skill,
1180 KW_been_applied, 1208 KW_been_applied,
1181 /* 80 */ 1209 /* 80 */
1182 KW_has_ready_scroll, 1210 KW_has_ready_scroll,
1183 KW_can_use_rod, 1211 KW_can_use_rod,
1184 KW_NULL, 1212 KW_precious,
1185 KW_can_use_horn, 1213 KW_can_use_horn,
1186 KW_make_invisible, 1214 KW_make_invisible,
1187 KW_inv_locked, 1215 KW_inv_locked,
1188 KW_is_wooded, 1216 KW_is_wooded,
1189 KW_is_hilly, 1217 KW_is_hilly,
1363 if (op->flag != tmp->flag) 1391 if (op->flag != tmp->flag)
1364 for (i = 0; i <= NUM_FLAGS; i++) 1392 for (i = 0; i <= NUM_FLAGS; i++)
1365 if (flag_names [i] && op->flag [i] != tmp->flag [i]) 1393 if (flag_names [i] && op->flag [i] != tmp->flag [i])
1366 f.put (flag_names [i], op->flag [i] ? "1" : "0"); 1394 f.put (flag_names [i], op->flag [i] ? "1" : "0");
1367 1395
1368 /* Save body locations */ 1396 // save body locations
1369 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1397 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1370 if (op->body_info[i] != tmp->body_info[i]) 1398 if (op->slot[i].info != tmp->slot[i].info)
1371 f.put (body_locations[i].save_name, op->body_info[i]); 1399 f.put (body_locations[i].save_name, op->slot[i].info);
1372} 1400}
1373 1401
1374/* 1402/*
1375 * Dumps all variables in an object to a file. 1403 * Dumps all variables in an object to a file.
1376 * If bit 0 of flag is set, unpaid objects will be saved. As of now, 1404 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1438 goto finish; 1466 goto finish;
1439 1467
1440 default: 1468 default:
1441 if (!f.parse_error ("resource file")) 1469 if (!f.parse_error ("resource file"))
1442 goto finish; 1470 goto finish;
1471
1472 f.next ();
1473 break;
1443 } 1474 }
1444 } 1475 }
1445 1476
1446finish: 1477finish:
1447 if (seen_arch) 1478 if (seen_arch)

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