… | |
… | |
263 | static void |
263 | static void |
264 | check_loaded_object (object *op) |
264 | check_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; |
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|
327 | else |
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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 | */ |
1059 | int |
1057 | int |
1060 | load_object (object_thawer &fp, object *op, int map_flags) |
1058 | load_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 | */ |
1442 | void |
1439 | void |
1443 | save_object (object_freezer &fp, object *op, int flag) |
1440 | save_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; |