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/cvs/deliantra/server/common/loader.C
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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.78 by root, Mon May 7 06:01:47 2007 UTC vs.
Revision 1.81 by root, Mon May 14 21:32:26 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
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
273 case SKILL_TOOL:
274 if (slot [body_range].info != 1) 271 if (slot [body_range].info != -1)
275 { 272 {
276 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 273 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = 1; 274 slot [body_range].info = -1;
278 } 275 }
279 break; 276 break;
280 277
281 case WEAPON: 278 case WEAPON:
282 if (slot [body_combat].info != 1) 279 if (slot [body_combat].info != -1)
283 { 280 {
284 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 281 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = 1; 282 slot [body_combat].info = -1;
286 } 283 }
287 break; 284 break;
288 285
289 case SHIELD: 286 case SHIELD:
290 if (slot [body_shield].info != 1) 287 if (slot [body_shield].info != -1)
291 { 288 {
292 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 289 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = 1; 290 slot [body_shield].info = -1;
294 } 291 }
295 break; 292 break;
296 293
297 case PLAYER: 294 case PLAYER:
298 if (slot [body_shield].info != 1) 295 if (slot [body_shield].info != 1)
299 { 296 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 297 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1; 298 slot [body_shield].info = 1;
302 } 299 }
303 300
304 if (slot [body_combat].info != 1) 301 if (slot [body_combat].info != 1)
305 { 302 {
306 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_combat].info); 303 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1; 304 slot [body_combat].info = 1;
305 }
306
307 if (slot [body_range].info != 1)
308 {
309 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
310 slot [body_range].info = 1;
308 } 311 }
309 break; 312 break;
310 } 313 }
311 314
312 /* We do some specialised handling to handle legacy cases of name_pl. 315 /* We do some specialised handling to handle legacy cases of name_pl.
324 if (!name_pl) 327 if (!name_pl)
325 name_pl = name; 328 name_pl = name;
326 329
327 /* objects now have a materialname. try to patch it in */ 330 /* objects now have a materialname. try to patch it in */
328 if (!(is_weapon () && level > 0)) 331 if (!(is_weapon () && level > 0))
329 {
330 if (map != NULL)
331 set_materialname (this, map->difficulty, NULL); 332 set_materialname (this, map ? map->difficulty : 5, 0);
332 else
333 set_materialname (this, 5, NULL);
334 }
335 333
336 /* only do these when program is first run - a bit 334 /* only do these when program is first run - a bit
337 * excessive to do this at every run - most of this is 335 * excessive to do this at every run - most of this is
338 * really just to catch any errors - program will still run, but 336 * really just to catch any errors - program will still run, but
339 * not in the ideal fashion. 337 * not in the ideal fashion.

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