/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #include #include ///////////////////////////////////////////////////////////////////////////// extern archetype *loading_arch; /* This table is only necessary to convert objects that existed before the * spell object conversion to the new object. It was not practical * to go through every mapping looking for every potion, rod, wand, etc * that had a sp set and update to the new value. So this maps the * old spell numbers to the name of the new archs. * If you are adding a new spell, you should not modify this - you * new spell won't have been used, and thus won't have any legacy object. * NULL entries in this table are valid - to denote objects that should * not be updated for whatever reason. */ const char *spell_mapping[] = { "spell_magic_bullet", /* 0 */ "spell_small_fireball", /* 1 */ "spell_medium_fireball", /* 2 */ "spell_large_fireball", /* 3 */ "spell_burning_hands", /* 4 */ "spell_sm_lightning", /* 5 */ "spell_large_lightning", /* 6 */ "spell_magic_missile", /* 7 */ "spell_create_bomb", /* 8 */ "spell_summon_golem", /* 9 */ "spell_summon_fire_elemental", /* 10 */ "spell_summon_earth_elemental", /* 11 */ "spell_summon_water_elemental", /* 12 */ "spell_summon_air_elemental", /* 13 */ "spell_dimension_door", /* 14 */ "spell_create_earth_wall", /* 15 */ "spell_paralyze", /* 16 */ "spell_icestorm", /* 17 */ "spell_magic_mapping", /* 18 */ "spell_turn_undead", /* 19 */ "spell_fear", /* 20 */ "spell_poison_cloud", /* 21 */ "spell_wonder", /* 22 */ "spell_destruction", /* 23 */ "spell_perceive_self", /* 24 */ "spell_word_of_recall", /* 25 */ "spell_invisible", /* 26 */ "spell_invisible_to_undead", /* 27 */ "spell_probe", /* 28 */ "spell_lg_magic_bullet", /* 29 */ "spell_improved_invisibility", /* 30 */ "spell_holy_word", /* 31 */ "spell_minor_healing", /* 32 */ "spell_medium_healing", /* 33 */ "spell_major_healing", /* 34 */ "spell_heal", /* 35 */ "spell_create_food", /* 36 */ "spell_earth_to_dust", /* 37 */ "spell_armour", /* 38 */ "spell_strength", /* 39 */ "spell_dexterity", /* 40 */ "spell_constitution", /* 41 */ "spell_charisma", /* 42 */ "spell_create_fire_wall", /* 43 */ "spell_create_frost_wall", /* 44 */ "spell_protection_from_cold", /* 45 */ "spell_protection_from_electricity", /* 46 */ "spell_protection_from_fire", /* 47 */ "spell_protection_from_poison", /* 48 */ "spell_protection_from_slow", /* 49 */ "spell_protection_from_paralysis", /* 50 */ "spell_protection_from_draining", /* 51 */ "spell_protection_from_magic", /* 52 */ "spell_protection_from_attack", /* 53 */ "spell_levitate", /* 54 */ "spell_small_speedball", /* 55 */ "spell_large_speedball", /* 56 */ "spell_hellfire", /* 57 */ "spell_dragonbreath", /* 58 */ "spell_large_icestorm", /* 59 */ "spell_charging", /* 60 */ "spell_polymorph", /* 61 */ "spell_cancellation", /* 62 */ "spell_confusion", /* 63 */ "spell_mass_confusion", /* 64 */ "spell_summon_pet_monster", /* 65 */ "spell_slow", /* 66 */ "spell_regenerate_spellpoints", /* 67 */ "spell_cure_poison", /* 68 */ "spell_protection_from_confusion", /* 69 */ "spell_protection_from_cancellation", /* 70 */ "spell_protection_from_depletion", /* 71 */ "spell_alchemy", /* 72 */ "spell_remove_curse", /* 73 */ "spell_remove_damnation", /* 74 */ "spell_identify", /* 75 */ "spell_detect_magic", /* 76 */ "spell_detect_monster", /* 77 */ "spell_detect_evil", /* 78 */ "spell_detect_curse", /* 79 */ "spell_heroism", /* 80 */ "spell_aggravation", /* 81 */ "spell_firebolt", /* 82 */ "spell_frostbolt", /* 83 */ "spell_shockwave", /* 84 */ "spell_color_spray", /* 85 */ "spell_haste", /* 86 */ "spell_face_of_death", /* 87 */ "spell_ball_lightning", /* 88 */ "spell_meteor_swarm", /* 89 */ "spell_comet", /* 90 */ "spell_mystic_fist", /* 91 */ "spell_raise_dead", /* 92 */ "spell_resurrection", /* 93 */ "spell_reincarnation", /* 94 */ "spell_immunity_to_cold", /* 95 */ "spell_immunity_to_electricity", /* 96 */ "spell_immunity_to_fire", /* 97 */ "spell_immunity_to_poison", /* 98 */ "spell_immunity_to_slow", /* 99 */ "spell_immunity_to_paralysis", /* 100 */ "spell_immunity_to_draining", /* 101 */ "spell_immunity_to_magic", /* 102 */ "spell_immunity_to_attack", /* 103 */ "spell_invulnerability", /* 104 */ "spell_defense", /* 105 */ "spell_rune_of_fire", /* 106 */ "spell_rune_of_frost", /* 107 */ "spell_rune_of_shocking", /* 108 */ "spell_rune_of_blasting", /* 109 */ "spell_rune_of_death", /* 110 */ "spell_marking_rune", /* 111 */ "spell_build_director", /* 112 */ "spell_create_pool_of_chaos", /* 113 */ "spell_build_bullet_wall", /* 114 */ "spell_build_lightning_wall", /* 115 */ "spell_build_fireball_wall", /* 116 */ "spell_magic_rune", /* 117 */ "spell_rune_of_magic_drain", /* 118 */ "spell_antimagic_rune", /* 119 */ "spell_rune_of_transference", /* 120 */ "spell_transference", /* 121 */ "spell_magic_drain", /* 122 */ "spell_counterspell", /* 123 */ "spell_disarm", /* 124 */ "spell_cure_confusion", /* 125 */ "spell_restoration", /* 126 */ "spell_summon_devil", /* 127 *//* Not implenented as nothing used it */ "spell_counterwall", /* 128 */ "spell_cause_light_wounds", /* 129 */ "spell_cause_medium_wounds", /* 130 */ "spell_cause_heavy_wounds", /* 131 */ "spell_charm_monsters", /* 132 */ "spell_banishment", /* 133 */ "spell_create_missile", /* 134 */ "spell_show_invisible", /* 135 */ "spell_xray", /* 136 */ "spell_pacify", /* 137 */ "spell_summon_fog", /* 138 */ "spell_steambolt", /* 139 */ "spell_command_undead", /* 140 */ "spell_holy_orb", /* 141 */ "spell_summon_avatar", /* 142 */ "spell_holy_possession", /* 143 */ "spell_bless", /* 144 */ "spell_curse", /* 145 */ "spell_regeneration", /* 146 */ "spell_consecrate", /* 147 */ "spell_summon_cult_monsters", /* 148 */ "spell_cause_critical_wounds", /* 149 */ "spell_holy_wrath", /* 150 */ "spell_retributive_strike", /* 151 */ "spell_finger_of_death", /* 152 */ "spell_insect_plague", /* 153 */ "spell_call_holy_servant", /* 154 */ "spell_wall_of_thorns", /* 155 */ "spell_staff_to_snake", /* 156 */ "spell_light", /* 157 */ "spell_darkness", /* 158 */ "spell_nightfall", /* 159 */ "spell_daylight", /* 160 */ "spell_sunspear", /* 161 */ "spell_faery_fire", /* 162 */ "spell_cure_blindness", /* 163 */ "spell_dark_vision", /* 164 */ "spell_bullet_swarm", /* 165 */ "spell_bullet_storm", /* 166 */ "spell_cause_many_wounds", /* 167 */ "spell_small_snowstorm", /* 168 */ "spell_medium_snowstorm", /* 169 */ "spell_large_snowstorm", /* 170 */ "spell_cure_disease", /* 171 */ "spell_cause_red_death", /* 172 */ "spell_cause_flu", /* 173 */ "spell_cause_black_death", /* 174 */ "spell_cause_leprosy", /* 175 */ "spell_cause_smallpox", /* 176 */ "spell_cause_white_death", /* 177 */ "spell_cause_anthrax", /* 178 */ "spell_cause_typhoid", /* 179 */ "spell_mana_blast", /* 180 */ "spell_small_manaball", /* 181 */ "spell_medium_manaball", /* 182 */ "spell_large_manaball", /* 183 */ "spell_manabolt", /* 184 */ "spell_dancing_sword", /* 185 */ "spell_animate_weapon", /* 186 */ "spell_cause_cold", /* 187 */ "spell_divine_shock", /* 188 */ "spell_windstorm", /* 189 */ "spell_sanctuary", /* 190 */ "spell_peace", /* 191 */ "spell_spiderweb", /* 192 */ "spell_conflict", /* 193 */ "spell_rage", /* 194 */ "spell_forked_lightning", /* 195 */ "spell_poison_fog", /* 196 */ "spell_flaming_aura", /* 197 */ "spell_vitriol", /* 198 */ "spell_vitriol_splash", /* 199 */ "spell_iron_skin", /* 200 */ "spell_wrathful_eye", /* 201 */ "spell_town_portal", /* 202 */ "spell_missile_swarm", /* 203 */ "spell_cause_rabies", /* 204 */ "spell_glyph", /* 205 */ NULL }; /* This function checks the object after it has been loaded (when we * get the 'end' in the input stream). This function can be used to * deal with legacy objects where fields may have changed. It can also be used * to check for objects to make sure there are no common errors. */ void object::post_load_check () { if (type >= NUM_TYPES) { LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ()); type = 0; } switch (type) { case BOW: case WAND: case ROD: case HORN: if (slot [body_range].info != -1) { LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info); slot [body_range].info = -1; } break; case WEAPON: if (slot [body_combat].info != -1) { LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); slot [body_combat].info = -1; } break; case SHIELD: if (slot [body_shield].info != -1) { LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); slot [body_shield].info = -1; } break; case PLAYER: if (slot [body_shield].info != 1) { LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); slot [body_shield].info = 1; } if (slot [body_combat].info != 1) { LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); slot [body_combat].info = 1; } if (slot [body_range].info != 1) { LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info); slot [body_range].info = 1; } break; } /* We do some specialised handling to handle legacy cases of name_pl. * If the object doesn't have a name_pl, we just use the object name - * this isn't perfect (things won't be properly pluralised), but works to * that degree (5 heart is still quite understandable). But the case we * also have to catch is if this object is not using the normal name for * the object. In that case, we also want to use the loaded name. * Otherwise, what happens is that the the plural name will lose * information (appear as just 'hearts' and not 'goblins heart') */ if (arch && name != arch->object::name && name_pl == arch->object::name_pl) name_pl = 0; if (!name_pl) name_pl = name; /* objects now have a materialname. try to patch it in */ if (!(is_weapon () && level > 0)) set_materialname (this, map ? map->difficulty : 5, 0); /* only do these when program is first run - a bit * excessive to do this at every run - most of this is * really just to catch any errors - program will still run, but * not in the ideal fashion. */ if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) { if (!skill) LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); else if ((skill == shstr_one_handed_weapons && slot[body_arm].info != -1) || (skill == shstr_two_handed_weapons && slot[body_arm].info != -2)) LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); } /* We changed last_heal to gen_sp_armour, which is what it * really does for many objects. Need to catch any in maps * that may have an old value. */ if (type == WEAPON || type == ARMOUR || type == HELMET || type == SHIELD || type == RING || type == BOOTS || type == GLOVES || type == AMULET || type == GIRDLE || type == BRACERS || type == CLOAK) { if (last_heal) { LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); gen_sp_armour = last_heal; last_heal = 0; } int ip = calc_item_power (this, 0); /* Legacy objects from before item power was in the game */ if (!item_power && ip) { if (ip > 3) LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip); item_power = ip; } /* Check for possibly bogus values. Has to meet both these criteria - * something that has item_power 1 is probably just fine if our calculated * value is 1 or 2 - these values are small enough that hard to be precise. * similarly, it item_power is 0, the first check will always pass, * but not the second one. */ #if 0 //TODO if (ip > 2 * item_power && ip > (item_power + 3)) LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); #endif } /* old style spellcasting object (pretty common) - need to load in the appropiate object */ /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */ if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. && !inv && !loading_arch && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here! // TODO: at least one watchout-comments is redundant - investigate/remove { // TODO: fix firewall object on map /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' * in that spell was stored in sp. */ //LOG (llevError, "old spellcasting object found: %s", debug_desc ()); object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); insert_ob_in_ob (tmp, this); randomitems = 0; } /* spellbooks & runes use slaying. But not to arch name, but to spell name */ if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) { LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ()); object *tmp = get_archetype_by_object_name (slaying); insert_ob_in_ob (tmp, this); randomitems = 0; /* So another spell isn't created for this object */ /* without this, value is all screwed up */ value = arch->value * inv->value; } if (QUERY_FLAG (this, FLAG_MONSTER)) { if (stats.hp > stats.maxhp) { LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); stats.maxhp = stats.hp; } /* The archs just need to be updated for this */ if (move_type == 0) move_type = MOVE_WALK; } if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER) /* Object will duplicate it's content as part of the * generation process. To do this, we must flag inventory * so it remains unevaluated concerning the randomitems and * the living (a demonlord shouldn't cast from inside generator!) */ /* ??? this *should* be done elsewhere, e.g. after map loading etc. */ flag_inv (this, FLAG_IS_A_TEMPLATE); /* Handle player movers. We use move_type for player movers * because they operate on their own time (move_on * would potentially cause them to be triggered when someone steps * on them). If move_type is set, presume person knows what they * are doing, otherwise, set move_type based on maxhp value. */ if (type == PLAYERMOVER) { if (!move_type) { if (stats.maxhp) { move_type = MOVE_ALL; stats.maxhp = 0; } else move_type = MOVE_WALK; } } // if the object has an animation, try to provide a default face if (has_anim ()) { const animation &anim_ob = anim (); if (anim_speed) // if this item is time-animated, force the last frame animate_object (this, 0); else if (flag [FLAG_MONSTER]) // if it is a monster, set appropriate facing animate_object (this, direction); } } static void set_move (MoveType &mt, const char *str) { static const struct flagstr { const char *name; MoveType flags; } move_flags[] = { { "walk" , MOVE_WALK }, { "flying" , MOVE_FLY_LOW | MOVE_FLY_HIGH }, { "fly_low" , MOVE_FLY_LOW }, { "fly_high", MOVE_FLY_HIGH }, { "swim" , MOVE_SWIM }, { "boat" , MOVE_BOAT }, { "ship" , MOVE_SHIP }, { "all" , MOVE_ALL }, }; if (!str) { mt = 0; return; } if (isdigit (*str)) { mt = atoi (str); return; } mt = 0; for (str = strtok ((char *) str, " "); str; str = strtok (0, " ")) { bool negate = 0; if (*str == '-') { negate = 1; str++; } for (const flagstr *f = move_flags; f < move_flags + sizeof (move_flags) / sizeof (move_flags [0]); ++f) { if (!strcmp (f->name, str)) { if (negate) mt &= ~f->flags; else mt |= f->flags; goto next; } } LOG (llevError, "common/loader.C: set_move - unknown move string '%s'\n", str); next: ; } } #define GET_FLAG(op,flg) op->flag [flg] = f.get_bool () bool object::parse_kv (object_thawer &f) { object *op_inv = inv; key_value *last_kv = key_values; for (;;) { switch (f.kw) { case KW_uuid: if (const char *s = f.get_str ()) if (!uuid.parse (s)) { f.parse_warn ("unparseable uuid"); uuid = UUID::gen (); } break; case KW_oid: f.get (this, f.get_sint32 ()); break; case KW_name: f.get (name); break; case KW_name_pl: f.get (name_pl); break; case KW_title: f.get (title); break; case KW_custom_name: f.get (custom_name); break; case KW_attach: f.get_ornull (attach); break; case KW_skill: f.get_ornull (skill); break; case KW_race: f.get_ornull (race); break; case KW_slaying: f.get_ornull (slaying); break; case KW_tag: f.get_ornull (tag); break; case KW_arch: if (object *tmp = object::read (f)) { tmp->deactivate (); // was: insert_ob_in_ob (tmp, op); // but manually adding it can improve map loading times a lot // also, appending instead of prepending keeps the // save ordering the same between repeated load/saves. // and finally we do not want any funny effects CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); CLEAR_FLAG (tmp, FLAG_REMOVED); if (!op_inv) { inv = tmp; tmp->above = 0; } else { while (op_inv->below) op_inv = op_inv->below; op_inv->below = tmp; tmp->above = op_inv; } tmp->below = 0; tmp->env = this; op_inv = tmp; } else LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n"); continue; case KW_other_arch: if (loading_arch == this) archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); else { other_arch = archetype::find (f.get_str ()); if (!other_arch) f.parse_warn (format ("%s uses unknown other_arch '%s'.\n", debug_desc (), f.get_str ())); } break; case KW_owner: f.delayed_deref (this, owner, f.get_str ()); break; case KW_animation: { CLEAR_FLAG (this, FLAG_ANIMATE); animation_id = 0; const char *str = f.get_str (); if (str && (animation_id = find_animation (str))) SET_FLAG (this, FLAG_ANIMATE); //TODO: should not be forced to true here } break; case KW_last_heal: f.get (last_heal); break; case KW_last_sp: f.get (last_sp); break; case KW_last_grace: f.get (last_grace); break; case KW_last_eat: f.get (last_eat); break; case KW_speed_left: f.get (speed_left); break; case KW_speed: f.get (speed); //TODO: maybe do in check_object // removed check for style maps if (speed < 0) speed_left = speed_left - rndm (); break; case KW_slow_move: move_slow |= MOVE_WALK; f.get (move_slow_penalty); break; case KW_face: face = face_find (f.get_str ()); break; case KW_sound: sound = sound_find (f.get_str ()); if (!sound) f.parse_warn ("sound not found"); break; case KW_sound_destroy: sound_destroy = sound_find (f.get_str ()); if (!sound_destroy) f.parse_warn ("sound not found"); break; case KW_x: f.get (x); break; case KW_y: f.get (y); break; case KW_Str: // uppercase alias case KW_str: f.get (stats.Str); break; case KW_Dex: // uppercase alias case KW_dex: f.get (stats.Dex); break; case KW_Con: // uppercase alias case KW_con: f.get (stats.Con); break; case KW_Wis: // uppercase alias case KW_wis: f.get (stats.Wis); break; case KW_Cha: // uppercase alias case KW_cha: f.get (stats.Cha); break; case KW_Int: // uppercase alias case KW_int: f.get (stats.Int); break; case KW_Pow: // uppercase alias case KW_pow: f.get (stats.Pow); break; case KW_hp: f.get (stats.hp); break; case KW_maxhp: f.get (stats.maxhp); break; case KW_sp: f.get (stats.sp); break; case KW_maxsp: f.get (stats.maxsp); break; case KW_grace: f.get (stats.grace); break; case KW_maxgrace: f.get (stats.maxgrace); break; case KW_exp: f.get (stats.exp); break; case KW_perm_exp: f.get (perm_exp); break; case KW_food: f.get (stats.food); break; case KW_dam: f.get (stats.dam); break; case KW_wc: f.get (stats.wc); break; case KW_ac: f.get (stats.ac); break; case KW_nrof: f.get (nrof); break; case KW_level: f.get (level); break; case KW_direction: f.get (direction); break; case KW_type: f.get (type); break; case KW_subtype: f.get (subtype); break; case KW_value: f.get (value); break; case KW_weight: f.get (weight); break; case KW_carrying: f.get (carrying); break; case KW_attacktype: f.get (attacktype); break; case KW_path_attuned: f.get (path_attuned); break; case KW_path_repelled: f.get (path_repelled); break; case KW_path_denied: f.get (path_denied); break; case KW_invisible: f.get (invisible); break; case KW_magic: f.get (magic); break; case KW_state: f.get (state); break; case KW_move_slow_penalty: f.get (move_slow_penalty); break; case KW_material: f.get (materials); break; //TODO: nuke case KW_materialname: f.get (materialname); break; /* These are the new values */ case KW_move_block: set_move (move_block, f.get_str ()); break; case KW_move_allow: set_move (move_allow, f.get_str ()); break; case KW_move_type: set_move (move_type, f.get_str ()); break; case KW_move_on: set_move (move_on, f.get_str ()); break; case KW_move_off: set_move (move_off, f.get_str ()); break; case KW_move_slow: set_move (move_slow, f.get_str ()); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_no_pass: { if (f.get_sint32 ()) move_block = MOVE_ALL; else move_block = 0; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_on: { if (f.get_sint32 ()) move_on |= MOVE_WALK; else move_on &= ~MOVE_WALK; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_off: { if (f.get_sint32 ()) move_off |= MOVE_WALK; else move_off &= ~MOVE_WALK; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_on: { if (f.get_sint32 ()) move_on |= MOVE_FLY_LOW; else move_on &= ~MOVE_FLY_LOW; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_off: { if (f.get_sint32 ()) move_off |= MOVE_FLY_LOW; else move_off &= ~MOVE_FLY_LOW; } break; //TODO: remove these after converting archetypes case KW_can_use_wand: GET_FLAG (this, FLAG_USE_RANGE); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_flying: { if (f.get_sint32 ()) move_type |= MOVE_FLY_LOW; else move_type &= ~MOVE_FLY_LOW; } break; case KW_identified: GET_FLAG (this, FLAG_IDENTIFIED); //TODO: move to check_object or so if (QUERY_FLAG (this, FLAG_IDENTIFIED)) CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); break; case KW_friendly: if (f.get_bool ()) if (type != PLAYER) add_friendly_object (this); break; case KW_monster: GET_FLAG (this, FLAG_MONSTER); break; case KW_neutral: GET_FLAG (this, FLAG_NEUTRAL); break; case KW_no_attack: GET_FLAG (this, FLAG_NO_ATTACK); break; case KW_no_damage: GET_FLAG (this, FLAG_NO_DAMAGE); break; case KW_obj_original: GET_FLAG (this, FLAG_OBJ_ORIGINAL); break; case KW_generator: GET_FLAG (this, FLAG_GENERATOR); break; case KW_use_content_on_gen: GET_FLAG (this, FLAG_CONTENT_ON_GEN); break; case KW_is_thrown: GET_FLAG (this, FLAG_IS_THROWN); break; case KW_auto_apply: GET_FLAG (this, FLAG_AUTO_APPLY); break; case KW_see_invisible: GET_FLAG (this, FLAG_SEE_INVISIBLE); break; case KW_can_roll: GET_FLAG (this, FLAG_CAN_ROLL); break; case KW_overlay_floor: GET_FLAG (this, FLAG_OVERLAY_FLOOR); break; case KW_is_turnable: GET_FLAG (this, FLAG_IS_TURNABLE); break; case KW_is_used_up: GET_FLAG (this, FLAG_IS_USED_UP); break; case KW_alive: GET_FLAG (this, FLAG_ALIVE); break; case KW_applied: GET_FLAG (this, FLAG_APPLIED); break; case KW_unpaid: GET_FLAG (this, FLAG_UNPAID); break; case KW_player_sold: GET_FLAG (this, FLAG_PLAYER_SOLD); break; case KW_is_animated: GET_FLAG (this, FLAG_ANIMATE); break; case KW_no_pick: GET_FLAG (this, FLAG_NO_PICK); break; case KW_reflecting: GET_FLAG (this, FLAG_REFLECTING); break; case KW_changing: GET_FLAG (this, FLAG_CHANGING); break; case KW_splitting: GET_FLAG (this, FLAG_SPLITTING); break; case KW_hitback: GET_FLAG (this, FLAG_HITBACK); break; case KW_startequip: GET_FLAG (this, FLAG_STARTEQUIP); break; case KW_blocksview: GET_FLAG (this, FLAG_BLOCKSVIEW); break; case KW_undead: GET_FLAG (this, FLAG_UNDEAD); break; case KW_scared: GET_FLAG (this, FLAG_SCARED); break; case KW_unaggressive: GET_FLAG (this, FLAG_UNAGGRESSIVE); break; case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; case KW_can_use_scroll: GET_FLAG (this, FLAG_USE_SCROLL); break; case KW_can_use_range: GET_FLAG (this, FLAG_USE_RANGE); break; case KW_can_use_bow: GET_FLAG (this, FLAG_USE_BOW); break; case KW_can_use_armour: GET_FLAG (this, FLAG_USE_ARMOUR); break; case KW_can_use_weapon: GET_FLAG (this, FLAG_USE_WEAPON); break; case KW_can_use_ring: GET_FLAG (this, FLAG_USE_RING); break; case KW_has_ready_bow: GET_FLAG (this, FLAG_READY_BOW); break; case KW_has_ready_range: GET_FLAG (this, FLAG_READY_RANGE); break; case KW_xrays: GET_FLAG (this, FLAG_XRAYS); break; case KW_is_floor: GET_FLAG (this, FLAG_IS_FLOOR); break; case KW_lifesave: GET_FLAG (this, FLAG_LIFESAVE); break; case KW_no_strength: GET_FLAG (this, FLAG_NO_STRENGTH); break; case KW_sleep: GET_FLAG (this, FLAG_SLEEP); break; case KW_stand_still: GET_FLAG (this, FLAG_STAND_STILL); break; case KW_random_move: GET_FLAG (this, FLAG_RANDOM_MOVE); break; case KW_only_attack: GET_FLAG (this, FLAG_ONLY_ATTACK); break; case KW_activate_on_push: GET_FLAG (this, FLAG_ACTIVATE_ON_PUSH); break; case KW_activate_on_release: GET_FLAG (this, FLAG_ACTIVATE_ON_RELEASE); break; case KW_confused: GET_FLAG (this, FLAG_CONFUSED); break; case KW_stealth: GET_FLAG (this, FLAG_STEALTH); break; case KW_cursed: GET_FLAG (this, FLAG_CURSED); break; case KW_damned: GET_FLAG (this, FLAG_DAMNED); break; case KW_see_anywhere: GET_FLAG (this, FLAG_SEE_ANYWHERE); break; case KW_known_magical: GET_FLAG (this, FLAG_KNOWN_MAGICAL); break; case KW_known_cursed: GET_FLAG (this, FLAG_KNOWN_CURSED); break; case KW_can_use_skill: GET_FLAG (this, FLAG_CAN_USE_SKILL); break; case KW_been_applied: GET_FLAG (this, FLAG_BEEN_APPLIED); break; case KW_has_ready_scroll: GET_FLAG (this, FLAG_READY_SCROLL); break; case KW_can_use_rod: GET_FLAG (this, FLAG_USE_ROD); break; case KW_can_use_horn: GET_FLAG (this, FLAG_USE_HORN); break; case KW_unique: GET_FLAG (this, FLAG_UNIQUE); break; case KW_make_invisible: GET_FLAG (this, FLAG_MAKE_INVIS); break; case KW_inv_locked: GET_FLAG (this, FLAG_INV_LOCKED); break; case KW_is_wooded: GET_FLAG (this, FLAG_IS_WOODED); break; case KW_is_hilly: GET_FLAG (this, FLAG_IS_HILLY); break; case KW_is_water: GET_FLAG (this, FLAG_IS_WATER); break; case KW_has_ready_skill: GET_FLAG (this, FLAG_READY_SKILL); break; case KW_has_ready_weapon: GET_FLAG (this, FLAG_READY_WEAPON); break; case KW_no_skill_ident: GET_FLAG (this, FLAG_NO_SKILL_IDENT); break; case KW_is_blind: GET_FLAG (this, FLAG_BLIND); break; case KW_can_see_in_dark: GET_FLAG (this, FLAG_SEE_IN_DARK); break; case KW_is_cauldron: GET_FLAG (this, FLAG_IS_CAULDRON); break; case KW_no_steal: GET_FLAG (this, FLAG_NO_STEAL); break; case KW_one_hit: GET_FLAG (this, FLAG_ONE_HIT); break; case KW_berserk: GET_FLAG (this, FLAG_BERSERK); break; case KW_is_buildable: GET_FLAG (this, FLAG_IS_BUILDABLE); break; case KW_destroy_on_death: GET_FLAG (this, FLAG_DESTROY_ON_DEATH); break; case KW_treasure_env: GET_FLAG (this, FLAG_TREASURE_ENV); break; case KW_precious: GET_FLAG (this, FLAG_PRECIOUS); break; case KW_armour: f.get (resist[ATNR_PHYSICAL]); break; case KW_resist_physical: f.get (resist[ATNR_PHYSICAL]); break; case KW_resist_magic: f.get (resist[ATNR_MAGIC]); break; case KW_resist_fire: f.get (resist[ATNR_FIRE]); break; case KW_resist_electricity: f.get (resist[ATNR_ELECTRICITY]); break; case KW_resist_cold: f.get (resist[ATNR_COLD]); break; case KW_resist_confusion: f.get (resist[ATNR_CONFUSION]); break; case KW_resist_acid: f.get (resist[ATNR_ACID]); break; case KW_resist_drain: f.get (resist[ATNR_DRAIN]); break; case KW_resist_weaponmagic: f.get (resist[ATNR_WEAPONMAGIC]); break; case KW_resist_ghosthit: f.get (resist[ATNR_GHOSTHIT]); break; case KW_resist_poison: f.get (resist[ATNR_POISON]); break; case KW_resist_slow: f.get (resist[ATNR_SLOW]); break; case KW_resist_paralyze: f.get (resist[ATNR_PARALYZE]); break; case KW_resist_turn_undead: f.get (resist[ATNR_TURN_UNDEAD]); break; case KW_resist_fear: f.get (resist[ATNR_FEAR]); break; case KW_resist_cancellation: f.get (resist[ATNR_CANCELLATION]); break; case KW_resist_deplete: f.get (resist[ATNR_DEPLETE]); break; case KW_resist_death: f.get (resist[ATNR_DEATH]); break; case KW_resist_chaos: f.get (resist[ATNR_CHAOS]); break; case KW_resist_counterspell: f.get (resist[ATNR_COUNTERSPELL]); break; case KW_resist_godpower: f.get (resist[ATNR_GODPOWER]); break; case KW_resist_holyword: f.get (resist[ATNR_HOLYWORD]); break; case KW_resist_blind: f.get (resist[ATNR_BLIND]); break; case KW_resist_internal: f.get (resist[ATNR_INTERNAL]); break; case KW_resist_life_stealing: f.get (resist[ATNR_LIFE_STEALING]); break; case KW_resist_disease: f.get (resist[ATNR_DISEASE]); break; case KW_luck: f.get (stats.luck); break; case KW_run_away: f.get (run_away); break; case KW_pick_up: f.get (pick_up); break; case KW_item_power: f.get (item_power); break; case KW_gen_sp_armour: f.get (gen_sp_armour); break; case KW_anim_speed: f.get (anim_speed); break; case KW_container: f.get (weight_limit); break; case KW_will_apply: f.get (will_apply); break; case KW_attack_movement: f.get (attack_movement); break; case KW_move_state: f.get (move_status); break; //case KW_expmul: f.get (expmul); break;//D declared const for the time being case KW_glow_radius: f.get (glow_radius); break; case KW_weapontype: f.get (weapontype); break; case KW_casting_time: f.get (casting_time); break; // elevation is deprecated case KW_elevation: break; case KW_smoothlevel: f.get (smoothlevel); smoothlevel = clamp (smoothlevel, 0, 255); break; case KW_client_type: f.get (client_type); break; case KW_duration: f.get (duration); break; case KW_range: f.get (range); break; case KW_range_modifier: f.get (range_modifier); break; case KW_dam_modifier: f.get (dam_modifier); break; case KW_duration_modifier: f.get (duration_modifier); break; //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess //TODO: parse from other include files case KW_body_range: slot[body_range] .info = f.get_sint32 (); break; case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break; case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break; case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break; case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break; case KW_body_head: slot[body_head] .info = f.get_sint32 (); break; case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break; case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break; case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break; case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break; case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break; case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break; case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break; case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; case KW_can_apply: break; case KW_connected: { shstr connected; f.get (connected); add_link (map, connected); } break; case KW_randomitems: if (f.get_str ()) { randomitems = loading_arch ? treasurelist::get (f.get_str ()) : treasurelist::find (f.get_str ()); if (!randomitems) { LOG (llevError, "%s uses unknown randomitems '%s'.\n", debug_desc (), f.get_str ()); randomitems = treasurelist::get (shstr_none); // avoid crashes } } else randomitems = 0; break; case KW_msg: f.get_ml (KW_endmsg, msg); break; case KW_lore: f.get_ml (KW_endlore, lore); break; case KW_editable: case KW_editor_folder: break; case KW_end: if (!loading_arch) instantiate (); f.next (); return true; case KW_ERROR: // append as key value pair (do not use kv_set as it prepends) // we also do not even try to find old values, duplicate keys stay duplicate { key_value *kv = new key_value; kv->next = 0; kv->key = shstr (f.kw_str); kv->value = shstr (f.value); if (!last_kv) key_values = last_kv = kv; else { while (last_kv->next) last_kv = last_kv->next; last_kv->next = kv; last_kv = kv; } } //fprintf (stderr, "addkv(%s,%s)\n", f.kw_str, f.value);//D break; default: if (!f.parse_error ("object", name)) return false; break; } f.next (); } } object * object::read (object_thawer &f, maptile *map) { assert (f.kw == KW_arch); archetype *arch = archetype::find (f.get_str ()); if (!arch) { LOG (llevError, "object refering to nonexistant archetype '%s'.\n", f.get_str ()); arch = archetype::find ("earthwall"); } assert (arch); //D maybe use exception handling of sorts? f.next (); object *op = arch->instance (); op->map = map; // instance() activates, this should be fixed properly op->deactivate (); if (!op->parse_kv (f)) { op->destroy (); return 0; } op->post_load_check (); return op; } /* This takes a buffer, scans it for variables, and sets those variables * as appropriate in op. * * This function appears to be used in only 2 places - in crossedit to * override values and in c_wiz to mutate values. */ int set_variable (object *op, char *buf) { object_thawer f (buf, (AV *)0); return op->parse_kv (f); } // compare *op against *tmp and output differences static void write_diff (object_freezer &f, object *op, object *tmp) { static const keyword resist_save[NROFATTACKS] = { # define def(uc, lc, name, plus, change) KW_resist_ ## lc, # include "attackinc.h" # undef def }; /* This is a list of keywords that correspond to the FLAG_.. values. * This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then * the 15'th element of this array should match that name. * If an entry is NULL, that is a flag not to loaded/saved. */ static const keyword flag_names [NUM_FLAGS] = { KW_alive, KW_NULL, KW_NULL, KW_NULL, KW_NULL, KW_applied, KW_unpaid, KW_can_use_shield, KW_no_pick, KW_NULL, // walk_on KW_NULL, // no_pass /* 10 */ KW_is_animated, KW_NULL, // slow_move KW_NULL, // flying KW_monster, KW_friendly, KW_generator, KW_is_thrown, KW_auto_apply, KW_treasure_env, KW_player_sold, /* 20 */ KW_see_invisible, KW_can_roll, KW_overlay_floor, KW_is_turnable, KW_NULL, // walk_off KW_NULL, // fly_on KW_NULL, // fly_off KW_is_used_up, KW_identified, KW_reflecting, /* 30 */ KW_changing, KW_splitting, KW_hitback, KW_startequip, KW_blocksview, KW_undead, KW_scared, KW_unaggressive, KW_reflect_missile, KW_reflect_spell, /* 40 */ KW_no_magic, KW_no_fix_player, KW_is_lightable, KW_tear_down, KW_run_away, KW_NULL, // pass_thru KW_NULL, // an_pass_thru KW_pick_up, KW_unique, KW_no_drop, /* 50 */ KW_NULL, // wizcast KW_can_cast_spell, KW_can_use_scroll, KW_can_use_range, KW_can_use_bow, KW_can_use_armour, KW_can_use_weapon, KW_can_use_ring, KW_has_ready_range, KW_has_ready_bow, /* 60 */ KW_xrays, KW_NULL, KW_is_floor, KW_lifesave, KW_no_strength, KW_sleep, KW_stand_still, KW_random_move, KW_only_attack, KW_confused, /* 70 */ KW_stealth, KW_NULL, KW_NULL, KW_cursed, KW_damned, KW_see_anywhere, KW_known_magical, KW_known_cursed, KW_can_use_skill, KW_been_applied, /* 80 */ KW_has_ready_scroll, KW_can_use_rod, KW_precious, KW_can_use_horn, KW_make_invisible, KW_inv_locked, KW_is_wooded, KW_is_hilly, KW_has_ready_skill, KW_has_ready_weapon, /* 90 */ KW_no_skill_ident, KW_is_blind, KW_can_see_in_dark, KW_is_cauldron, KW_NULL, KW_no_steal, KW_one_hit, KW_NULL, KW_berserk, KW_neutral, /* 100 */ KW_no_attack, KW_no_damage, KW_obj_original, KW_NULL, KW_activate_on_push, KW_activate_on_release, KW_is_water, KW_use_content_on_gen, KW_NULL, KW_is_buildable, /* 110 */ KW_destroy_on_death, KW_NULL, }; /* This saves the key/value lists. We do it first so that any * keys that match field names will be overwritten by the loader. */ for (key_value *kv = op->key_values; kv; kv = kv->next) if (!tmp->key_values || tmp->kv (kv->key) != kv->value) f.put (kv->key, kv->value); /* We don't need to worry about the arch's extra fields - they * will get taken care of the copy_to method. */ if (op->uuid) f.put (KW_uuid, op->uuid.c_str ()); #define CMP_OUT(v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## v, op->v) #define CMP_OUT2(k,v) if (expect_false (op->v != tmp->v)) f.put (KW_ ## k, op->v) if (object *owner = op->owner) f.put (KW_owner, static_cast(owner->ref ())); CMP_OUT (name); CMP_OUT (name_pl); CMP_OUT (custom_name); CMP_OUT (title); CMP_OUT (race); CMP_OUT (skill); CMP_OUT (slaying); CMP_OUT (tag); CMP_OUT (other_arch); if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg ); if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); if (op->face != tmp->face ) f.put (KW_face , op->face ? &faces [op->face ] : 0); if (op->sound != tmp->sound ) f.put (KW_sound , op->sound ? &faces [op->sound ] : 0); if (op->sound_destroy != tmp->sound_destroy) f.put (KW_sound_destroy, op->sound_destroy ? &faces [op->sound_destroy] : 0); if (op->animation_id != tmp->animation_id) if (op->has_anim ()) f.put (KW_animation, op->anim ().name); else { f.put (KW_animation, (const char *)0); op->flag [FLAG_ANIMATE] = false; // TODO: why force to false here? } CMP_OUT2 (str, stats.Str); CMP_OUT2 (dex, stats.Dex); CMP_OUT2 (con, stats.Con); CMP_OUT2 (wis, stats.Wis); CMP_OUT2 (pow, stats.Pow); CMP_OUT2 (cha, stats.Cha); CMP_OUT2 (int, stats.Int); CMP_OUT2 (hp, stats.hp); CMP_OUT2 (maxhp, stats.maxhp); CMP_OUT2 (sp, stats.sp); CMP_OUT2 (maxsp, stats.maxsp); CMP_OUT2 (grace, stats.grace); CMP_OUT2 (maxgrace, stats.maxgrace); CMP_OUT2 (exp, stats.exp); CMP_OUT (perm_exp); CMP_OUT (expmul); CMP_OUT2 (food, stats.food); CMP_OUT2 (dam, stats.dam); CMP_OUT2 (luck, stats.luck); CMP_OUT2 (wc, stats.wc); CMP_OUT2 (ac, stats.ac); CMP_OUT (x); CMP_OUT (y); CMP_OUT (speed); CMP_OUT (speed_left); CMP_OUT2 (move_state, move_status); CMP_OUT (attack_movement); CMP_OUT (nrof); CMP_OUT (level); CMP_OUT (direction); CMP_OUT (type); CMP_OUT (subtype); CMP_OUT (attacktype); for (int i = 0; i < NROFATTACKS; i++) if (expect_false (op->resist[i] != tmp->resist[i])) f.put (resist_save[i], op->resist[i]); CMP_OUT (path_attuned); CMP_OUT (path_repelled); CMP_OUT (path_denied); CMP_OUT2 (material, materials);//TODO: nuke CMP_OUT (materialname); CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); CMP_OUT (invisible); CMP_OUT (state); CMP_OUT (magic); CMP_OUT (last_heal); CMP_OUT (last_sp); CMP_OUT (last_grace); CMP_OUT (last_eat); CMP_OUT (glow_radius); if (op->flag [FLAG_IS_LINKED]) if (auto (ol, op->find_link ())) f.put (KW_connected, ol->id); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); CMP_OUT (run_away); CMP_OUT (pick_up); CMP_OUT (will_apply); CMP_OUT (smoothlevel); CMP_OUT (weapontype); CMP_OUT (client_type); CMP_OUT (item_power); CMP_OUT (duration); CMP_OUT (range); CMP_OUT (range_modifier); CMP_OUT (duration_modifier); CMP_OUT (dam_modifier); CMP_OUT (gen_sp_armour); CMP_OUT (move_type); CMP_OUT (move_block); CMP_OUT (move_allow); CMP_OUT (move_on); CMP_OUT (move_off); CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); if (op->flag != tmp->flag) for (int i = 0; i <= NUM_FLAGS; i++) if (expect_false (flag_names [i] && op->flag [i] != tmp->flag [i])) f.put (flag_names [i], op->flag [i] ? "1" : "0"); // save body locations for (int i = 0; i < NUM_BODY_LOCATIONS; i++) if (expect_false (op->slot[i].info != tmp->slot[i].info)) f.put (body_locations[i].save_name, op->slot[i].info); } /* * Dumps all variables in an object to a file. * If bit 0 of flag is set, unpaid objects will be saved. As of now, * the only place this is not set is when saving the player. */ bool object::write (object_freezer &f) { if (is_arch ()) { f.put (KW_object, arch->archname); write_diff (f, this, archetype::empty); } else { f.put (KW_arch, arch->archname); write_diff (f, this, arch); } for (object *tmp = inv; tmp; tmp = tmp->below) tmp->write (f); f.put (this); f.put (KW_end); return true; } ///////////////////////////////////////////////////////////////////////////// // generic resource file load, // currently supports: region, treasures, archetypes bool load_resource_file_ (const char *filename) { object_thawer f (filename); for (;;) { switch (f.kw) { case KW_region: if (!region::read (f)) return false; break; case KW_treasure: case KW_treasureone: if (!treasurelist::read (f)) return false; break; case KW_object: if (!archetype::read (f)) return false; break; case KW_EOF: return true; default: if (!f.parse_error ("resource file")) return false; f.next (); break; } } }