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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 | { |
265 | // as a kind of a hack, we now adjust the range, shield and combat slots |
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266 | switch (type) |
265 | switch (type) |
267 | { |
266 | { |
268 | case BOW: |
267 | case BOW: |
269 | case WAND: |
268 | case WAND: |
270 | case ROD: |
269 | case ROD: |
271 | case HORN: |
270 | case HORN: |
272 | case SKILL: // maybe have to think about this one, as skills get applied togethr with their governing weapons |
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273 | case SKILL_TOOL: |
271 | case SKILL_TOOL: |
274 | if (slot [body_range].info != -1) |
272 | if (slot [body_range].info != -1) |
275 | { |
273 | { |
276 | LOG (llevInfo, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); |
274 | LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); |
277 | slot [body_range].info = -1; |
275 | slot [body_range].info = -1; |
278 | } |
276 | } |
279 | break; |
277 | break; |
280 | |
278 | |
281 | case WEAPON: |
279 | case WEAPON: |
282 | if (slot [body_combat].info != -1) |
280 | if (slot [body_combat].info != -1) |
283 | { |
281 | { |
284 | LOG (llevInfo, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); |
282 | LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); |
285 | slot [body_combat].info = -1; |
283 | slot [body_combat].info = -1; |
286 | } |
284 | } |
287 | break; |
285 | break; |
288 | |
286 | |
289 | case SHIELD: |
287 | case SHIELD: |
290 | if (slot [body_shield].info != -1) |
288 | if (slot [body_shield].info != -1) |
291 | { |
289 | { |
292 | LOG (llevInfo, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
290 | LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
293 | slot [body_shield].info = -1; |
291 | slot [body_shield].info = -1; |
294 | } |
292 | } |
295 | break; |
293 | break; |
296 | |
294 | |
297 | case PLAYER: |
295 | case PLAYER: |
298 | if (slot [body_shield].info != 1) |
296 | if (slot [body_shield].info != 1) |
299 | { |
297 | { |
300 | LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
298 | LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
301 | slot [body_shield].info = 1; |
299 | slot [body_shield].info = 1; |
302 | } |
300 | } |
303 | |
301 | |
304 | if (slot [body_combat].info != 1) |
302 | if (slot [body_combat].info != 1) |
305 | { |
303 | { |
306 | LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); |
304 | LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); |
307 | slot [body_combat].info = 1; |
305 | slot [body_combat].info = 1; |
308 | } |
306 | } |
309 | |
307 | |
310 | if (slot [body_range].info != 1) |
308 | if (slot [body_range].info != 1) |
311 | { |
309 | { |
312 | LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); |
310 | LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); |
313 | slot [body_range].info = 1; |
311 | slot [body_range].info = 1; |
314 | } |
312 | } |
315 | break; |
313 | break; |
316 | } |
314 | } |
317 | |
315 | |