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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 1.39 by elmex, Wed Jan 3 02:51:09 2007 UTC

263static void 263static void
264check_loaded_object (object *op) 264check_loaded_object (object *op)
265{ 265{
266 int ip; 266 int ip;
267 267
268 /* We do some specialized handling to handle legacy cases of name_pl. 268 /* 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 - 269 * 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 270 * 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 271 * 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 272 * 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. 273 * 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 274 * Otherwise, what happens is that the the plural name will lose
275 * information (appear as just 'hearts' and not 'goblins heart') 275 * information (appear as just 'hearts' and not 'goblins heart')
320 { 320 {
321 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 321 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; 322 op->gen_sp_armour = op->last_heal;
323 op->last_heal = 0; 323 op->last_heal = 0;
324 } 324 }
325 if (editor) 325
326 ip = 0;
327 else
328 ip = calc_item_power (op, 0); 326 ip = calc_item_power (op, 0);
329 /* Legacy objects from before item power was in the game */ 327 /* Legacy objects from before item power was in the game */
330 if (!op->item_power && ip) 328 if (!op->item_power && ip)
331 { 329 {
332 if (ip > 3) 330 if (ip > 3)
333 { 331 {
989 case KW_msg: 987 case KW_msg:
990 thawer.get_ml (KW_endmsg, op->msg); 988 thawer.get_ml (KW_endmsg, op->msg);
991 //TODO: allow longer messages 989 //TODO: allow longer messages
992 if (strlen (op->msg) >= HUGE_BUF) 990 if (strlen (op->msg) >= HUGE_BUF)
993 { 991 {
994 LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); 992 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"; 993 op->msg = "ERROR, please report: string too long, winged.\n";
996 } 994 }
997 break; 995 break;
998 996
999 case KW_lore: 997 case KW_lore:
1001 //TODO: allow longer messages 999 //TODO: allow longer messages
1002 /* Just print a warning so we can be reasonably safe 1000 /* Just print a warning so we can be reasonably safe
1003 * about not overflowing the buffer. 1001 * about not overflowing the buffer.
1004 */ 1002 */
1005 if (strlen (op->lore) > (HUGE_BUF / 2)) 1003 if (strlen (op->lore) > (HUGE_BUF / 2))
1006 LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", 1004 LOG (llevDebug, "\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
1007 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); 1005 HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore);
1008 break; 1006 break;
1009 1007
1010 case KW_editable: 1008 case KW_editable:
1011 case KW_editor_folder: 1009 case KW_editor_folder:
1057 * 1055 *
1058 */ 1056 */
1059int 1057int
1060load_object (object_thawer &fp, object *op, int map_flags) 1058load_object (object_thawer &fp, object *op, int map_flags)
1061{ 1059{
1062 // cede every 500 objects loaded 1060 coroapi::cede_every (1000); // cede once in a while
1063 coroapi::cede_every (500);
1064 1061
1065 return parse_object (op, fp, map_flags); 1062 return parse_object (op, fp, map_flags);
1066} 1063}
1067 1064
1068/* This takes a buffer, scans it for variables, and sets those variables 1065/* 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. 1437 * the only place this is not set is when saving the player.
1441 */ 1438 */
1442void 1439void
1443save_object (object_freezer &fp, object *op, int flag) 1440save_object (object_freezer &fp, object *op, int flag)
1444{ 1441{
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 1442 /* Even if the object does have an owner, it would seem that we should
1449 * still save it. 1443 * still save it.
1450 */ 1444 */
1451 if (op->owner) 1445 if (op->owner)
1452 return; 1446 return;

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