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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.35 by root, Mon Jan 1 00:41:02 2007 UTC vs.
Revision 1.40 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
263static void 264static void
264check_loaded_object (object *op) 265check_loaded_object (object *op)
265{ 266{
266 int ip; 267 int ip;
267 268
268 /* We do some specialized handling to handle legacy cases of name_pl. 269 /* We do some specialised handling to handle legacy cases of name_pl.
269 * If the object doesn't have a name_pl, we just use the object name - 270 * If the object doesn't have a name_pl, we just use the object name -
270 * this isn't perfect (things won't be properly pluralized), but works to 271 * this isn't perfect (things won't be properly pluralised), but works to
271 * that degree (5 heart is still quite understandable). But the case we 272 * that degree (5 heart is still quite understandable). But the case we
272 * also have to catch is if this object is not using the normal name for 273 * also have to catch is if this object is not using the normal name for
273 * the object. In that case, we also want to use the loaded name. 274 * the object. In that case, we also want to use the loaded name.
274 * Otherwise, what happens is that the the plural name will lose 275 * Otherwise, what happens is that the the plural name will lose
275 * information (appear as just 'hearts' and not 'goblins heart') 276 * information (appear as just 'hearts' and not 'goblins heart')
320 { 321 {
321 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 322 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ());
322 op->gen_sp_armour = op->last_heal; 323 op->gen_sp_armour = op->last_heal;
323 op->last_heal = 0; 324 op->last_heal = 0;
324 } 325 }
325 if (editor) 326
326 ip = 0;
327 else
328 ip = calc_item_power (op, 0); 327 ip = calc_item_power (op, 0);
329 /* Legacy objects from before item power was in the game */ 328 /* Legacy objects from before item power was in the game */
330 if (!op->item_power && ip) 329 if (!op->item_power && ip)
331 { 330 {
332 if (ip > 3) 331 if (ip > 3)
333 { 332 {
989 case KW_msg: 988 case KW_msg:
990 thawer.get_ml (KW_endmsg, op->msg); 989 thawer.get_ml (KW_endmsg, op->msg);
991 //TODO: allow longer messages 990 //TODO: allow longer messages
992 if (strlen (op->msg) >= HUGE_BUF) 991 if (strlen (op->msg) >= HUGE_BUF)
993 { 992 {
994 LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); 993 LOG (llevDebug, "\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg);
995 op->msg = "ERROR, please report: string too long, winged.\n"; 994 op->msg = "ERROR, please report: string too long, winged.\n";
996 } 995 }
997 break; 996 break;
998 997
999 case KW_lore: 998 case KW_lore:
1001 //TODO: allow longer messages 1000 //TODO: allow longer messages
1002 /* Just print a warning so we can be reasonably safe 1001 /* Just print a warning so we can be reasonably safe
1003 * about not overflowing the buffer. 1002 * about not overflowing the buffer.
1004 */ 1003 */
1005 if (strlen (op->lore) > (HUGE_BUF / 2)) 1004 if (strlen (op->lore) > (HUGE_BUF / 2))
1006 LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", 1005 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
1007 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 1006 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1008 break; 1007 break;
1009 1008
1010 case KW_editable: 1009 case KW_editable:
1011 case KW_editor_folder: 1010 case KW_editor_folder:
1057 * 1056 *
1058 */ 1057 */
1059int 1058int
1060load_object (object_thawer &fp, object *op, int map_flags) 1059load_object (object_thawer &fp, object *op, int map_flags)
1061{ 1060{
1062 // cede every 500 objects loaded 1061 coroapi::cede_every (1000); // cede once in a while
1063 coroapi::cede_every (500);
1064 1062
1065 return parse_object (op, fp, map_flags); 1063 return parse_object (op, fp, map_flags);
1066} 1064}
1067 1065
1068/* This takes a buffer, scans it for variables, and sets those variables 1066/* This takes a buffer, scans it for variables, and sets those variables
1440 * the only place this is not set is when saving the player. 1438 * the only place this is not set is when saving the player.
1441 */ 1439 */
1442void 1440void
1443save_object (object_freezer &fp, object *op, int flag) 1441save_object (object_freezer &fp, object *op, int flag)
1444{ 1442{
1445 // cede every 500 objects saved
1446 coroapi::cede_every (500);
1447
1448 /* Even if the object does have an owner, it would seem that we should 1443 /* Even if the object does have an owner, it would seem that we should
1449 * still save it. 1444 * still save it.
1450 */ 1445 */
1451 if (op->owner) 1446 if (op->owner)
1452 return; 1447 return;

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