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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 | */ |
262 | void |
262 | void |
263 | object::post_load_check () |
263 | object::post_load_check () |
264 | { |
264 | { |
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265 | if (type >= NUM_TYPES) |
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266 | { |
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267 | LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); |
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268 | type = 0; |
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269 | } |
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270 | |
265 | switch (type) |
271 | switch (type) |
266 | { |
272 | { |
267 | case BOW: |
273 | case BOW: |
268 | case WAND: |
274 | case WAND: |
269 | case ROD: |
275 | case ROD: |
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378 | * 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 |
379 | * 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. |
380 | * 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, |
381 | * but not the second one. |
387 | * but not the second one. |
382 | */ |
388 | */ |
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389 | #if 0 //TODO |
383 | if (ip > 2 * item_power && ip > (item_power + 3)) |
390 | if (ip > 2 * item_power && ip > (item_power + 3)) |
384 | 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); |
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392 | #endif |
385 | } |
393 | } |
386 | |
394 | |
387 | /* Old spellcasting object - need to load in the appropiate object */ |
395 | /* Old spellcasting object - need to load in the appropiate object */ |
388 | if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || |
396 | if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || |
389 | /* 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 */ |