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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.32 by elmex, Sat Dec 30 21:07:46 2006 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 {
551 */ 550 */
552 archetype *arch = archetype::find (str); 551 archetype *arch = archetype::find (str);
553 552
554 object *tmp; 553 object *tmp;
555 554
556 if (arch != NULL) 555 if (arch)
557 tmp = arch_to_object (arch); 556 tmp = arch_to_object (arch);
558 else 557 else
559 { 558 {
560 tmp = object::create (); 559 tmp = object::create ();
561 /* record the name of the broken object */ 560 /* record the name of the broken object */
563 } 562 }
564 563
565 // decativate the object we, as we are still going 564 // decativate the object we, as we are still going
566 // to read the speed value. Objects should be activated 565 // to read the speed value. Objects should be activated
567 // when the map, object or player is completly loaded. 566 // when the map, object or player is completly loaded.
568 tmp->deactivate (false); 567 tmp->deactivate ();
569 568
570 parse_object (tmp, thawer, map_flags); 569 parse_object (tmp, thawer, map_flags);
571 570
572 if (tmp->arch) 571 if (tmp->arch)
573 { 572 {
606 { 605 {
607 /* This is the actual archetype definition then */ 606 /* This is the actual archetype definition then */
608 op->arch = archetype::find (str); 607 op->arch = archetype::find (str);
609 608
610 if (op->arch) 609 if (op->arch)
610 {
611 op->arch->clone.copy_to (op); 611 op->arch->clone.copy_to (op);
612 // copy_to activates, this should be fixed properly
613 op->deactivate ();
614 }
612 else if (!arch_init) 615 else if (!arch_init)
613 /* record the name of the broken object */ 616 /* record the name of the broken object */
614 op->name = str; 617 op->name = str;
615 } 618 }
616 } 619 }
985 case KW_msg: 988 case KW_msg:
986 thawer.get_ml (KW_endmsg, op->msg); 989 thawer.get_ml (KW_endmsg, op->msg);
987 //TODO: allow longer messages 990 //TODO: allow longer messages
988 if (strlen (op->msg) >= HUGE_BUF) 991 if (strlen (op->msg) >= HUGE_BUF)
989 { 992 {
990 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);
991 op->msg = "ERROR, please report: string too long, winged.\n"; 994 op->msg = "ERROR, please report: string too long, winged.\n";
992 } 995 }
993 break; 996 break;
994 997
995 case KW_lore: 998 case KW_lore:
997 //TODO: allow longer messages 1000 //TODO: allow longer messages
998 /* Just print a warning so we can be reasonably safe 1001 /* Just print a warning so we can be reasonably safe
999 * about not overflowing the buffer. 1002 * about not overflowing the buffer.
1000 */ 1003 */
1001 if (strlen (op->lore) > (HUGE_BUF / 2)) 1004 if (strlen (op->lore) > (HUGE_BUF / 2))
1002 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",
1003 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 1006 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1004 break; 1007 break;
1005 1008
1006 case KW_editable: 1009 case KW_editable:
1007 case KW_editor_folder: 1010 case KW_editor_folder:
1053 * 1056 *
1054 */ 1057 */
1055int 1058int
1056load_object (object_thawer &fp, object *op, int map_flags) 1059load_object (object_thawer &fp, object *op, int map_flags)
1057{ 1060{
1058 // cede every 500 objects loaded 1061 coroapi::cede_every (1000); // cede once in a while
1059 {
1060 static int cede_counter = 0;
1061
1062 if (++cede_counter >= 500)
1063 {
1064 cede_counter = 0;
1065 if (coroapi::nready ())
1066 coroapi::cede ();
1067 }
1068 }
1069 1062
1070 return parse_object (op, fp, map_flags); 1063 return parse_object (op, fp, map_flags);
1071} 1064}
1072 1065
1073/* 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
1466 1459
1467 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1460 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1468 save_object (fp, tmp, flag); 1461 save_object (fp, tmp, flag);
1469 1462
1470 fp.put (op); 1463 fp.put (op);
1471 fp.put (KW_end, 0); 1464 fp.put (KW_end);
1472} 1465}
1473 1466

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