ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/loader.C
(Generate patch)

Comparing deliantra/server/common/loader.C (file contents):
Revision 1.78 by root, Mon May 7 06:01:47 2007 UTC vs.
Revision 1.84 by root, Tue May 22 10:49:58 2007 UTC

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 */
262void 262void
263object::post_load_check () 263object::post_load_check ()
264{ 264{
265 // as a kind of a hack, we now adjust the range, shield and combat slots 265 if (type >= NUM_TYPES)
266 {
267 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
268 type = 0;
269 }
270
266 switch (type) 271 switch (type)
267 { 272 {
268 case BOW: 273 case BOW:
269 case WAND: 274 case WAND:
270 case ROD: 275 case ROD:
271 case HORN: 276 case HORN:
272 case SKILL: // maybe have to think about this one, as skills get applied togethr with their governing weapons
273 case SKILL_TOOL:
274 if (slot [body_range].info != 1) 277 if (slot [body_range].info != -1)
275 { 278 {
276 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 279 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = 1; 280 slot [body_range].info = -1;
278 } 281 }
279 break; 282 break;
280 283
281 case WEAPON: 284 case WEAPON:
282 if (slot [body_combat].info != 1) 285 if (slot [body_combat].info != -1)
283 { 286 {
284 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 287 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = 1; 288 slot [body_combat].info = -1;
286 } 289 }
287 break; 290 break;
288 291
289 case SHIELD: 292 case SHIELD:
290 if (slot [body_shield].info != 1) 293 if (slot [body_shield].info != -1)
291 { 294 {
292 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 295 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = 1; 296 slot [body_shield].info = -1;
294 } 297 }
295 break; 298 break;
296 299
297 case PLAYER: 300 case PLAYER:
298 if (slot [body_shield].info != 1) 301 if (slot [body_shield].info != 1)
299 { 302 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 303 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1; 304 slot [body_shield].info = 1;
302 } 305 }
303 306
304 if (slot [body_combat].info != 1) 307 if (slot [body_combat].info != 1)
305 { 308 {
306 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_combat].info); 309 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1; 310 slot [body_combat].info = 1;
311 }
312
313 if (slot [body_range].info != 1)
314 {
315 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
316 slot [body_range].info = 1;
308 } 317 }
309 break; 318 break;
310 } 319 }
311 320
312 /* We do some specialised handling to handle legacy cases of name_pl. 321 /* We do some specialised handling to handle legacy cases of name_pl.
324 if (!name_pl) 333 if (!name_pl)
325 name_pl = name; 334 name_pl = name;
326 335
327 /* objects now have a materialname. try to patch it in */ 336 /* objects now have a materialname. try to patch it in */
328 if (!(is_weapon () && level > 0)) 337 if (!(is_weapon () && level > 0))
329 {
330 if (map != NULL)
331 set_materialname (this, map->difficulty, NULL); 338 set_materialname (this, map ? map->difficulty : 5, 0);
332 else
333 set_materialname (this, 5, NULL);
334 }
335 339
336 /* only do these when program is first run - a bit 340 /* only do these when program is first run - a bit
337 * excessive to do this at every run - most of this is 341 * excessive to do this at every run - most of this is
338 * really just to catch any errors - program will still run, but 342 * really just to catch any errors - program will still run, but
339 * not in the ideal fashion. 343 * not in the ideal fashion.
380 * something that has item_power 1 is probably just fine if our calculated 384 * something that has item_power 1 is probably just fine if our calculated
381 * value is 1 or 2 - these values are small enough that hard to be precise. 385 * value is 1 or 2 - these values are small enough that hard to be precise.
382 * similarly, it item_power is 0, the first check will always pass, 386 * similarly, it item_power is 0, the first check will always pass,
383 * but not the second one. 387 * but not the second one.
384 */ 388 */
389#if 0 //TODO
385 if (ip > 2 * item_power && ip > (item_power + 3)) 390 if (ip > 2 * item_power && ip > (item_power + 3))
386 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 391 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
392#endif
387 } 393 }
388 394
389 /* Old spellcasting object - need to load in the appropiate object */ 395 /* Old spellcasting object - need to load in the appropiate object */
390 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 396 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
391 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ 397 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
768 GET_FLAG (this, FLAG_IDENTIFIED); 774 GET_FLAG (this, FLAG_IDENTIFIED);
769 //TODO: move to check_object or so 775 //TODO: move to check_object or so
770 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 776 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
771 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 777 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
772 778
773 break;
774
775 case KW_wiz:
776 GET_FLAG (this, FLAG_WIZ);
777 //TODO: move to check_object
778 if (QUERY_FLAG (this, FLAG_WIZ))
779 {
780 SET_FLAG (this, FLAG_WAS_WIZ);
781 SET_FLAG (this, FLAG_WIZPASS);
782 SET_FLAG (this, FLAG_WIZCAST);
783 }
784 else
785 {
786 CLEAR_FLAG (this, FLAG_WIZPASS);
787 CLEAR_FLAG (this, FLAG_WIZCAST);
788 }
789 break; 779 break;
790 780
791 case KW_friendly: 781 case KW_friendly:
792 if (f.get_sint32 ()) 782 if (f.get_sint32 ())
793 if (type != PLAYER) 783 if (type != PLAYER)
826 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 816 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
827 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 817 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
828 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 818 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
829 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 819 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
830 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 820 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
831 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
832 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 821 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
833 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 822 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
834 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 823 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
835 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 824 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
836 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 825 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
1136 * the 15'th element of this array should match that name. 1125 * the 15'th element of this array should match that name.
1137 * If an entry is NULL, that is a flag not to loaded/saved. 1126 * If an entry is NULL, that is a flag not to loaded/saved.
1138 */ 1127 */
1139 static const keyword flag_names [NUM_FLAGS] = { 1128 static const keyword flag_names [NUM_FLAGS] = {
1140 KW_alive, 1129 KW_alive,
1141 KW_wiz,
1142 KW_NULL, 1130 KW_NULL,
1143 KW_NULL, 1131 KW_NULL,
1144 KW_was_wiz, 1132 KW_NULL,
1133 KW_NULL,
1145 KW_applied, 1134 KW_applied,
1146 KW_unpaid, 1135 KW_unpaid,
1147 KW_can_use_shield, 1136 KW_can_use_shield,
1148 KW_no_pick, 1137 KW_no_pick,
1149 KW_NULL, // walk_on 1138 KW_NULL, // walk_on

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines