… | |
… | |
257 | /* This function checks the object after it has been loaded (when we |
257 | /* This function checks the object after it has been loaded (when we |
258 | * get the 'end' in the input stream). This function can be used to |
258 | * get the 'end' in the input stream). This function can be used to |
259 | * deal with legacy objects where fields may have changed. It can also be used |
259 | * deal with legacy objects where fields may have changed. It can also be used |
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 | static void |
262 | void |
263 | check_loaded_object (object *op) |
263 | object::post_load_check () |
264 | { |
264 | { |
|
|
265 | switch (type) |
|
|
266 | { |
|
|
267 | case BOW: |
|
|
268 | case WAND: |
|
|
269 | case ROD: |
|
|
270 | case HORN: |
|
|
271 | case SKILL_TOOL: |
|
|
272 | if (slot [body_range].info != -1) |
|
|
273 | { |
|
|
274 | LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); |
|
|
275 | slot [body_range].info = -1; |
|
|
276 | } |
|
|
277 | break; |
|
|
278 | |
|
|
279 | case WEAPON: |
|
|
280 | if (slot [body_combat].info != -1) |
|
|
281 | { |
|
|
282 | LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); |
|
|
283 | slot [body_combat].info = -1; |
|
|
284 | } |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SHIELD: |
|
|
288 | if (slot [body_shield].info != -1) |
|
|
289 | { |
|
|
290 | LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
|
|
291 | slot [body_shield].info = -1; |
|
|
292 | } |
|
|
293 | break; |
|
|
294 | |
|
|
295 | case PLAYER: |
|
|
296 | if (slot [body_shield].info != 1) |
|
|
297 | { |
|
|
298 | LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
|
|
299 | slot [body_shield].info = 1; |
|
|
300 | } |
|
|
301 | |
|
|
302 | if (slot [body_combat].info != 1) |
|
|
303 | { |
|
|
304 | LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); |
|
|
305 | slot [body_combat].info = 1; |
|
|
306 | } |
|
|
307 | |
|
|
308 | if (slot [body_range].info != 1) |
|
|
309 | { |
|
|
310 | LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); |
|
|
311 | slot [body_range].info = 1; |
|
|
312 | } |
|
|
313 | break; |
|
|
314 | } |
|
|
315 | |
265 | /* We do some specialised handling to handle legacy cases of name_pl. |
316 | /* We do some specialised handling to handle legacy cases of name_pl. |
266 | * If the object doesn't have a name_pl, we just use the object name - |
317 | * If the object doesn't have a name_pl, we just use the object name - |
267 | * this isn't perfect (things won't be properly pluralised), but works to |
318 | * this isn't perfect (things won't be properly pluralised), but works to |
268 | * that degree (5 heart is still quite understandable). But the case we |
319 | * that degree (5 heart is still quite understandable). But the case we |
269 | * also have to catch is if this object is not using the normal name for |
320 | * also have to catch is if this object is not using the normal name for |
270 | * the object. In that case, we also want to use the loaded name. |
321 | * the object. In that case, we also want to use the loaded name. |
271 | * Otherwise, what happens is that the the plural name will lose |
322 | * Otherwise, what happens is that the the plural name will lose |
272 | * information (appear as just 'hearts' and not 'goblins heart') |
323 | * information (appear as just 'hearts' and not 'goblins heart') |
273 | */ |
324 | */ |
274 | if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) |
325 | if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl) |
275 | op->name_pl = 0; |
326 | name_pl = 0; |
276 | |
327 | |
277 | if (!op->name_pl) |
328 | if (!name_pl) |
278 | op->name_pl = op->name; |
329 | name_pl = name; |
279 | |
330 | |
280 | /* objects now have a materialname. try to patch it in */ |
331 | /* objects now have a materialname. try to patch it in */ |
281 | if (!(op->is_weapon () && op->level > 0)) |
332 | if (!(is_weapon () && level > 0)) |
282 | { |
333 | set_materialname (this, map ? map->difficulty : 5, 0); |
283 | if (op->map != NULL) |
|
|
284 | set_materialname (op, op->map->difficulty, NULL); |
|
|
285 | else |
|
|
286 | set_materialname (op, 5, NULL); |
|
|
287 | } |
|
|
288 | |
334 | |
289 | /* only do these when program is first run - a bit |
335 | /* only do these when program is first run - a bit |
290 | * excessive to do this at every run - most of this is |
336 | * excessive to do this at every run - most of this is |
291 | * really just to catch any errors - program will still run, but |
337 | * really just to catch any errors - program will still run, but |
292 | * not in the ideal fashion. |
338 | * not in the ideal fashion. |
293 | */ |
339 | */ |
294 | if ((op->type == WEAPON || op->type == BOW) && loading_arch) |
340 | if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) |
295 | { |
341 | { |
296 | if (!op->skill) |
342 | if (!skill) |
297 | LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); |
343 | LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); |
298 | else if ((!strcmp (op->skill, "one handed weapons") && op->slot[1].info != -1) || |
344 | else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || |
299 | (!strcmp (op->skill, "two handed weapons") && op->slot[1].info != -2)) |
345 | (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) |
300 | LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", op->debug_desc (), op->slot[1].info, &op->skill); |
346 | LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); |
301 | } |
347 | } |
302 | |
348 | |
303 | /* We changed last_heal to gen_sp_armour, which is what it |
349 | /* We changed last_heal to gen_sp_armour, which is what it |
304 | * really does for many objects. Need to catch any in maps |
350 | * really does for many objects. Need to catch any in maps |
305 | * that may have an old value. |
351 | * that may have an old value. |
306 | */ |
352 | */ |
307 | if (op->type == WEAPON |
353 | if (type == WEAPON |
308 | || op->type == ARMOUR || op->type == HELMET |
354 | || type == ARMOUR || type == HELMET |
309 | || op->type == SHIELD || op->type == RING |
355 | || type == SHIELD || type == RING |
310 | || op->type == BOOTS || op->type == GLOVES |
356 | || type == BOOTS || type == GLOVES |
311 | || op->type == AMULET || op->type == GIRDLE |
357 | || type == AMULET || type == GIRDLE |
312 | || op->type == BRACERS || op->type == CLOAK) |
358 | || type == BRACERS || type == CLOAK) |
313 | { |
359 | { |
314 | if (op->last_heal) |
360 | if (last_heal) |
315 | { |
361 | { |
316 | LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); |
362 | LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); |
317 | op->gen_sp_armour = op->last_heal; |
363 | gen_sp_armour = last_heal; |
318 | op->last_heal = 0; |
364 | last_heal = 0; |
319 | } |
365 | } |
320 | |
366 | |
321 | int ip = calc_item_power (op, 0); |
367 | int ip = calc_item_power (this, 0); |
322 | |
368 | |
323 | /* Legacy objects from before item power was in the game */ |
369 | /* Legacy objects from before item power was in the game */ |
324 | if (!op->item_power && ip) |
370 | if (!item_power && ip) |
325 | { |
371 | { |
326 | if (ip > 3) |
372 | if (ip > 3) |
327 | LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); |
373 | LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); |
328 | |
374 | |
329 | op->item_power = ip; |
375 | item_power = ip; |
330 | } |
376 | } |
331 | |
377 | |
332 | /* Check for possibly bogus values. Has to meet both these criteria - |
378 | /* Check for possibly bogus values. Has to meet both these criteria - |
333 | * something that has item_power 1 is probably just fine if our calculated |
379 | * something that has item_power 1 is probably just fine if our calculated |
334 | * value is 1 or 2 - these values are small enough that hard to be precise. |
380 | * value is 1 or 2 - these values are small enough that hard to be precise. |
335 | * similarly, it item_power is 0, the first check will always pass, |
381 | * similarly, it item_power is 0, the first check will always pass, |
336 | * but not the second one. |
382 | * but not the second one. |
337 | */ |
383 | */ |
338 | if (ip > 2 * op->item_power && ip > (op->item_power + 3)) |
384 | if (ip > 2 * item_power && ip > (item_power + 3)) |
339 | LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", op->debug_desc (), ip, op->item_power); |
385 | LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); |
340 | } |
386 | } |
341 | |
387 | |
342 | /* Old spellcasting object - need to load in the appropiate object */ |
388 | /* Old spellcasting object - need to load in the appropiate object */ |
343 | if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || |
389 | if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || |
344 | /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ |
390 | /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ |
345 | ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !loading_arch) |
391 | ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch) |
346 | { |
392 | { |
347 | /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' |
393 | /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' |
348 | * in that spell was stored in sp. |
394 | * in that spell was stored in sp. |
349 | */ |
395 | */ |
350 | object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); |
396 | object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); |
351 | insert_ob_in_ob (tmp, op); |
397 | insert_ob_in_ob (tmp, this); |
352 | op->randomitems = NULL; /* So another spell isn't created for this object */ |
398 | randomitems = NULL; /* So another spell isn't created for this object */ |
353 | } |
399 | } |
354 | |
400 | |
355 | /* spellbooks & runes use slaying. But not to arch name, but to spell name */ |
401 | /* spellbooks & runes use slaying. But not to arch name, but to spell name */ |
356 | if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !loading_arch) |
402 | if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) |
357 | { |
403 | { |
358 | object *tmp = get_archetype_by_object_name (op->slaying); |
404 | object *tmp = get_archetype_by_object_name (slaying); |
359 | insert_ob_in_ob (tmp, op); |
405 | insert_ob_in_ob (tmp, this); |
360 | op->randomitems = NULL; /* So another spell isn't created for this object */ |
406 | randomitems = NULL; /* So another spell isn't created for this object */ |
361 | /* without this, value is all screwed up */ |
407 | /* without this, value is all screwed up */ |
362 | op->value = op->arch->clone.value * op->inv->value; |
408 | value = arch->clone.value * inv->value; |
363 | } |
409 | } |
364 | |
410 | |
365 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
411 | if (QUERY_FLAG (this, FLAG_MONSTER)) |
366 | { |
412 | { |
367 | if (op->stats.hp > op->stats.maxhp) |
413 | if (stats.hp > stats.maxhp) |
368 | { |
414 | { |
369 | LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); |
415 | LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); |
370 | op->stats.maxhp = op->stats.hp; |
416 | stats.maxhp = stats.hp; |
371 | } |
417 | } |
372 | |
418 | |
373 | /* The archs just need to be updated for this */ |
419 | /* The archs just need to be updated for this */ |
374 | if (op->move_type == 0) |
420 | if (move_type == 0) |
375 | op->move_type = MOVE_WALK; |
421 | move_type = MOVE_WALK; |
376 | } |
422 | } |
377 | |
423 | |
378 | if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) |
424 | if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER) |
379 | { |
425 | { |
380 | /* Object will duplicate it's content as part of the |
426 | /* Object will duplicate it's content as part of the |
381 | * generation process. To do this, we must flag inventory |
427 | * generation process. To do this, we must flag inventory |
382 | * so it remains unevaluated concerning the randomitems and |
428 | * so it remains unevaluated concerning the randomitems and |
383 | * the living (a demonlord shouldn't cast from inside generator!) |
429 | * the living (a demonlord shouldn't cast from inside generator!) |
384 | */ |
430 | */ |
385 | flag_inv (op, FLAG_IS_A_TEMPLATE); |
431 | flag_inv (this, FLAG_IS_A_TEMPLATE); |
386 | } |
432 | } |
387 | |
433 | |
388 | /* Handle player movers. We use move_type for player movers |
434 | /* Handle player movers. We use move_type for player movers |
389 | * because they operate on their own time (move_on |
435 | * because they operate on their own time (move_on |
390 | * would potentially cause them to be triggered when someone steps |
436 | * would potentially cause them to be triggered when someone steps |
391 | * on them). If move_type is set, presume person knows what they |
437 | * on them). If move_type is set, presume person knows what they |
392 | * are doing, otherwise, set move_type based on maxhp value. |
438 | * are doing, otherwise, set move_type based on maxhp value. |
393 | */ |
439 | */ |
394 | if (op->type == PLAYERMOVER) |
440 | if (type == PLAYERMOVER) |
395 | { |
441 | { |
396 | if (!op->move_type) |
442 | if (!move_type) |
397 | { |
443 | { |
398 | if (op->stats.maxhp) |
444 | if (stats.maxhp) |
399 | { |
445 | { |
400 | op->move_type = MOVE_ALL; |
446 | move_type = MOVE_ALL; |
401 | op->stats.maxhp = 0; |
447 | stats.maxhp = 0; |
402 | } |
448 | } |
403 | else |
449 | else |
404 | op->move_type = MOVE_WALK; |
450 | move_type = MOVE_WALK; |
405 | } |
451 | } |
406 | } |
452 | } |
407 | |
|
|
408 | } |
453 | } |
409 | |
454 | |
410 | static void |
455 | static void |
411 | set_move (MoveType &mt, const char *str) |
456 | set_move (MoveType &mt, const char *str) |
412 | { |
457 | { |
… | |
… | |
890 | case KW_dam_modifier: f.get (dam_modifier); break; |
935 | case KW_dam_modifier: f.get (dam_modifier); break; |
891 | case KW_duration_modifier: f.get (duration_modifier); break; |
936 | case KW_duration_modifier: f.get (duration_modifier); break; |
892 | |
937 | |
893 | //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess |
938 | //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess |
894 | //TODO: parse from other include files |
939 | //TODO: parse from other include files |
895 | case KW_body_range: slot[ 0].info = f.get_sint32 (); break; |
940 | case KW_body_range: slot[body_range] .info = f.get_sint32 (); break; |
|
|
941 | case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break; |
|
|
942 | case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break; |
896 | case KW_body_arm: slot[ 1].info = f.get_sint32 (); break; |
943 | case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break; |
897 | case KW_body_torso: slot[ 2].info = f.get_sint32 (); break; |
944 | case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break; |
898 | case KW_body_head: slot[ 3].info = f.get_sint32 (); break; |
945 | case KW_body_head: slot[body_head] .info = f.get_sint32 (); break; |
899 | case KW_body_neck: slot[ 4].info = f.get_sint32 (); break; |
946 | case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break; |
900 | case KW_body_skill: slot[ 5].info = f.get_sint32 (); break; |
947 | case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break; |
901 | case KW_body_finger: slot[ 6].info = f.get_sint32 (); break; |
948 | case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break; |
902 | case KW_body_shoulder: slot[ 7].info = f.get_sint32 (); break; |
949 | case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break; |
903 | case KW_body_foot: slot[ 8].info = f.get_sint32 (); break; |
950 | case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break; |
904 | case KW_body_hand: slot[ 9].info = f.get_sint32 (); break; |
951 | case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break; |
905 | case KW_body_wrist: slot[10].info = f.get_sint32 (); break; |
952 | case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break; |
906 | case KW_body_waist: slot[11].info = f.get_sint32 (); break; |
953 | case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break; |
907 | case KW_can_apply: |
954 | case KW_can_apply: |
908 | break; |
955 | break; |
909 | |
956 | |
910 | case KW_connected: |
957 | case KW_connected: |
911 | add_button_link (this, map, f.get_sint32 ()); |
958 | add_button_link (this, map, f.get_sint32 ()); |
… | |
… | |
950 | case KW_editable: |
997 | case KW_editable: |
951 | case KW_editor_folder: |
998 | case KW_editor_folder: |
952 | break; |
999 | break; |
953 | |
1000 | |
954 | case KW_end: |
1001 | case KW_end: |
955 | check_loaded_object (this); |
|
|
956 | |
|
|
957 | if (!loading_arch) |
1002 | if (!loading_arch) |
958 | instantiate (); |
1003 | instantiate (); |
959 | |
1004 | |
960 | f.next (); |
1005 | f.next (); |
961 | return true; |
1006 | return true; |
… | |
… | |
1003 | { |
1048 | { |
1004 | op->destroy (true); |
1049 | op->destroy (true); |
1005 | return 0; |
1050 | return 0; |
1006 | } |
1051 | } |
1007 | |
1052 | |
|
|
1053 | op->post_load_check (); |
1008 | return op; |
1054 | return op; |
1009 | } |
1055 | } |
1010 | |
1056 | |
1011 | /* This takes a buffer, scans it for variables, and sets those variables |
1057 | /* This takes a buffer, scans it for variables, and sets those variables |
1012 | * as appropriate in op. |
1058 | * as appropriate in op. |