--- deliantra/server/common/loader.C 2007/02/09 01:52:10 1.56 +++ deliantra/server/common/loader.C 2007/02/10 01:52:25 1.57 @@ -423,8 +423,6 @@ static void check_loaded_object (object *op) { - int ip; - /* 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 @@ -435,7 +433,7 @@ * information (appear as just 'hearts' and not 'goblins heart') */ if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) - op->name_pl = NULL; + op->name_pl = 0; if (!op->name_pl) op->name_pl = op->name; @@ -448,6 +446,7 @@ else set_materialname (op, 5, NULL); } + /* 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 @@ -456,25 +455,22 @@ if ((op->type == WEAPON || op->type == BOW) && arch_init) { if (!op->skill) - { - LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); - } + LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); else if ((!strcmp (op->skill, "one handed weapons") && op->body_info[1] != -1) || (!strcmp (op->skill, "two handed weapons") && op->body_info[1] != -2)) - { - LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->skill); - } + LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->body_info[1], &op->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 ((op->type == WEAPON) || - (op->type == ARMOUR) || (op->type == HELMET) || - (op->type == SHIELD) || (op->type == RING) || - (op->type == BOOTS) || (op->type == GLOVES) || - (op->type == AMULET) || (op->type == GIRDLE) || (op->type == BRACERS) || (op->type == CLOAK)) + if (op->type == WEAPON + || op->type == ARMOUR || op->type == HELMET + || op->type == SHIELD || op->type == RING + || op->type == BOOTS || op->type == GLOVES + || op->type == AMULET || op->type == GIRDLE + || op->type == BRACERS || op->type == CLOAK) { if (op->last_heal) { @@ -483,16 +479,17 @@ op->last_heal = 0; } - ip = calc_item_power (op, 0); + int ip = calc_item_power (op, 0); + /* Legacy objects from before item power was in the game */ if (!op->item_power && ip) { if (ip > 3) - { - LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); - } + LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); + op->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. @@ -500,32 +497,26 @@ * but not the second one. */ if (ip > 2 * op->item_power && ip > (op->item_power + 3)) - { - LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); - } - + LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); } + /* Old spellcasting object - need to load in the appropiate object */ if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) { - object *tmp; - /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' * in that spell was stored in sp. */ - tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); + object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); insert_ob_in_ob (tmp, op); op->randomitems = NULL; /* So another spell isn't created for this object */ } - /* spellbooks & runes use slaying. But not to arch name, but to spell name */ + /* spellbooks & runes use slaying. But not to arch name, but to spell name */ if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) { - object *tmp; - - tmp = get_archetype_by_object_name (op->slaying); + object *tmp = get_archetype_by_object_name (op->slaying); insert_ob_in_ob (tmp, op); op->randomitems = NULL; /* So another spell isn't created for this object */ /* without this, value is all screwed up */ @@ -571,9 +562,7 @@ op->stats.maxhp = 0; } else - { - op->move_type = MOVE_WALK; - } + op->move_type = MOVE_WALK; } }