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 1.37 by pippijn, Tue Jan 2 23:39:21 2007 UTC vs.
Revision 1.42 by root, Mon Jan 8 01:19:02 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 {
816 CLEAR_FLAG (op, FLAG_WIZCAST); 815 CLEAR_FLAG (op, FLAG_WIZCAST);
817 } 816 }
818 break; 817 break;
819 818
820 case KW_friendly: 819 case KW_friendly:
821 GET_FLAG (op, FLAG_FRIENDLY); 820 if (thawer.get_sint32 ())
822 //TODO: move to check_object or so 821 if (op->type != PLAYER)
823 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY))
824 add_friendly_object (op); 822 add_friendly_object (op);
823
825 break; 824 break;
826 825
827 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break; 826 case KW_monster: GET_FLAG (op, FLAG_MONSTER); break;
828 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break; 827 case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break;
829 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break; 828 case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break;
906 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; 905 case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break;
907 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; 906 case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break;
908 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; 907 case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break;
909 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; 908 case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break;
910 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; 909 case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break;
910 case KW_destroy_on_death: GET_FLAG (op, FLAG_DESTROY_ON_DEATH); break;
911 911
912 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break; 912 case KW_armour: thawer.get (op->resist[ATNR_PHYSICAL]); break;
913 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break; 913 case KW_resist_physical: thawer.get (op->resist[ATNR_PHYSICAL]); break;
914 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break; 914 case KW_resist_magic: thawer.get (op->resist[ATNR_MAGIC]); break;
915 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break; 915 case KW_resist_fire: thawer.get (op->resist[ATNR_FIRE]); break;
1275 KW_is_water, 1275 KW_is_water,
1276 KW_use_content_on_gen, 1276 KW_use_content_on_gen,
1277 KW_NULL, 1277 KW_NULL,
1278 KW_is_buildable, 1278 KW_is_buildable,
1279 /* 110 */ 1279 /* 110 */
1280 KW_destroy_on_death,
1280 }; 1281 };
1281 1282
1282 int i; 1283 int i;
1283 1284
1284 /* This saves the key/value lists. We do it first so that any 1285 /* This saves the key/value lists. We do it first so that any

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines