… | |
… | |
257 | void |
257 | void |
258 | object::post_load_check () |
258 | object::post_load_check () |
259 | { |
259 | { |
260 | if (type >= NUM_TYPES) |
260 | if (type >= NUM_TYPES) |
261 | { |
261 | { |
262 | LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ()); |
262 | LOG (llevError, "ITEMBUG: %s: type out of range, resetting to 0.\n", debug_desc ()); |
263 | type = 0; |
263 | type = 0; |
264 | } |
264 | } |
265 | |
265 | |
266 | switch (type) |
266 | switch (type) |
267 | { |
267 | { |
… | |
… | |
269 | case WAND: |
269 | case WAND: |
270 | case ROD: |
270 | case ROD: |
271 | case HORN: |
271 | case HORN: |
272 | if (slot [body_range].info != -1) |
272 | if (slot [body_range].info != -1) |
273 | { |
273 | { |
274 | LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); |
274 | LOG (llevError, "ITEMBUG: %s: body_range %d != -1\n", debug_desc (), slot [body_range].info); |
275 | slot [body_range].info = -1; |
275 | slot [body_range].info = -1; |
276 | } |
276 | } |
277 | break; |
277 | break; |
278 | |
278 | |
279 | case WEAPON: |
279 | case WEAPON: |
280 | if (slot [body_combat].info != -1) |
280 | if (slot [body_combat].info != -1) |
281 | { |
281 | { |
282 | LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); |
282 | LOG (llevError, "ITEMBUG: %s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); |
283 | slot [body_combat].info = -1; |
283 | slot [body_combat].info = -1; |
284 | } |
284 | } |
285 | break; |
285 | break; |
286 | |
286 | |
287 | case SHIELD: |
287 | case SHIELD: |
288 | if (slot [body_shield].info != -1) |
288 | if (slot [body_shield].info != -1) |
289 | { |
289 | { |
290 | LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
290 | LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
291 | slot [body_shield].info = -1; |
291 | slot [body_shield].info = -1; |
292 | } |
292 | } |
293 | break; |
293 | break; |
294 | |
294 | |
295 | case PLAYER: |
295 | case PLAYER: |
296 | if (slot [body_shield].info != 1) |
296 | if (slot [body_shield].info != 1) |
297 | { |
297 | { |
298 | LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
298 | LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
299 | slot [body_shield].info = 1; |
299 | slot [body_shield].info = 1; |
300 | } |
300 | } |
301 | |
301 | |
302 | if (slot [body_combat].info != 1) |
302 | if (slot [body_combat].info != 1) |
303 | { |
303 | { |
304 | LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); |
304 | LOG (llevError, "ITEMBUG: %s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); |
305 | slot [body_combat].info = 1; |
305 | slot [body_combat].info = 1; |
306 | } |
306 | } |
307 | |
307 | |
308 | if (slot [body_range].info != 1) |
308 | if (slot [body_range].info != 1) |
309 | { |
309 | { |
310 | LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); |
310 | LOG (llevError, "ITEMBUG: %s: body_range %d != 1\n", debug_desc (), slot [body_range].info); |
311 | slot [body_range].info = 1; |
311 | slot [body_range].info = 1; |
312 | } |
312 | } |
313 | break; |
313 | break; |
314 | } |
314 | } |
315 | |
315 | |
… | |
… | |
338 | * not in the ideal fashion. |
338 | * not in the ideal fashion. |
339 | */ |
339 | */ |
340 | if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) |
340 | if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND)) |
341 | { |
341 | { |
342 | if (!skill) |
342 | if (!skill) |
343 | LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ()); |
343 | LOG (llevError, "ITEMBUG: weapon %s lacks a skill.\n", debug_desc ()); |
344 | else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || |
344 | else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) || |
345 | (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) |
345 | (!strcmp (skill, "two handed weapons") && slot[body_arm].info != -2)) |
346 | LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); |
346 | LOG (llevError, "ITEMBUG: weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill); |
347 | } |
347 | } |
348 | |
348 | |
349 | /* 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 |
350 | * really does for many objects. Need to catch any in maps |
350 | * really does for many objects. Need to catch any in maps |
351 | * that may have an old value. |
351 | * that may have an old value. |
… | |
… | |
357 | || type == AMULET || type == GIRDLE |
357 | || type == AMULET || type == GIRDLE |
358 | || type == BRACERS || type == CLOAK) |
358 | || type == BRACERS || type == CLOAK) |
359 | { |
359 | { |
360 | if (last_heal) |
360 | if (last_heal) |
361 | { |
361 | { |
362 | LOG (llevError, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); |
362 | LOG (llevError, "ITEMBUG: object %s still has last_heal set, not gen_sp_armour\n", debug_desc ()); |
363 | gen_sp_armour = last_heal; |
363 | gen_sp_armour = last_heal; |
364 | last_heal = 0; |
364 | last_heal = 0; |
365 | } |
365 | } |
366 | |
366 | |
367 | int ip = calc_item_power (this, 0); |
367 | int ip = calc_item_power (this, 0); |
368 | |
368 | |
369 | /* Legacy objects from before item power was in the game */ |
369 | /* Legacy objects from before item power was in the game */ |
370 | if (!item_power && ip) |
370 | if (!item_power && ip) |
371 | { |
371 | { |
372 | if (ip > 3) |
372 | if (ip > 3) |
373 | LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip); |
373 | LOG (llevDebug, "ITEMBUG: Object %s had no item power, using %d\n", debug_desc (), ip); |
374 | |
374 | |
375 | item_power = ip; |
375 | item_power = ip; |
376 | } |
376 | } |
377 | |
377 | |
378 | /* Check for possibly bogus values. Has to meet both these criteria - |
378 | /* Check for possibly bogus values. Has to meet both these criteria - |
… | |
… | |
385 | if (ip > 2 * item_power && ip > (item_power + 3)) |
385 | if (ip > 2 * item_power && ip > (item_power + 3)) |
386 | LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); |
386 | LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); |
387 | #endif |
387 | #endif |
388 | } |
388 | } |
389 | |
389 | |
390 | /* Old spellcasting object - need to load in the appropiate object */ |
390 | /* old style spellcasting object (pretty common) - need to load in the appropiate object */ |
|
|
391 | /* (schmorp) old really doesn't mean old, imho, just a more compact way to store such objects */ |
391 | if ((type == ROD |
392 | if ((type == ROD |
392 | || type == WAND |
393 | || type == WAND |
393 | || type == SCROLL |
394 | || type == SCROLL |
394 | || type == HORN |
395 | || type == HORN |
395 | || type == FIREWALL |
396 | || type == FIREWALL |
396 | /* 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 */ |
397 | || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. |
398 | || ((type == POTION || type == ALTAR) && stats.sp)) // watchout: sp = 0 is still magic bullet. |
398 | && !inv |
399 | && !inv |
399 | && !loading_arch |
400 | && !loading_arch |
400 | && !randomitems) // by elmex: not _any_ rod or horn we find on a map, which has randomitems is an old spellcasting |
401 | && stats.sp) // watchout: old magic bullet stuff directly on the map is going to break here! |
401 | // object. For instance lythanders pipe got it's spell in the treasurelist in the randomitems, |
402 | // TODO: at least one watchout-comments is redundant - investigate/remove |
402 | // same goes for normal rods. |
|
|
403 | { |
403 | { |
|
|
404 | // TODO: fix firewall object on map |
404 | /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' |
405 | /* Firewall is bizarre in that spell type was stored in dam. Rest are 'normal' |
405 | * in that spell was stored in sp. |
406 | * in that spell was stored in sp. |
406 | */ |
407 | */ |
407 | LOG (llevError, "old spellcasting object found: %s", debug_desc ()); |
408 | //LOG (llevError, "old spellcasting object found: %s", debug_desc ()); |
408 | object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); |
409 | object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]); |
409 | insert_ob_in_ob (tmp, this); |
410 | insert_ob_in_ob (tmp, this); |
|
|
411 | randomitems = 0; |
410 | } |
412 | } |
411 | |
413 | |
412 | /* spellbooks & runes use slaying. But not to arch name, but to spell name */ |
414 | /* spellbooks & runes use slaying. But not to arch name, but to spell name */ |
413 | if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) |
415 | if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) |
414 | { |
416 | { |
415 | LOG (llevError, "spellbook/rune found without inv but slaying: %s", debug_desc ()); |
417 | LOG (llevError, "ITEMBUG: spellbook/rune found without inv but slaying: %s", debug_desc ()); |
416 | object *tmp = get_archetype_by_object_name (slaying); |
418 | object *tmp = get_archetype_by_object_name (slaying); |
417 | insert_ob_in_ob (tmp, this); |
419 | insert_ob_in_ob (tmp, this); |
418 | randomitems = 0; /* So another spell isn't created for this object */ |
420 | randomitems = 0; /* So another spell isn't created for this object */ |
419 | /* without this, value is all screwed up */ |
421 | /* without this, value is all screwed up */ |
420 | value = arch->value * inv->value; |
422 | value = arch->value * inv->value; |
… | |
… | |
422 | |
424 | |
423 | if (QUERY_FLAG (this, FLAG_MONSTER)) |
425 | if (QUERY_FLAG (this, FLAG_MONSTER)) |
424 | { |
426 | { |
425 | if (stats.hp > stats.maxhp) |
427 | if (stats.hp > stats.maxhp) |
426 | { |
428 | { |
427 | LOG (llevInfo, "Monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); |
429 | LOG (llevInfo, "ITEMBUG: monster %s has hp set higher than maxhp (%d>%d)\n", debug_desc (), stats.hp, stats.maxhp); |
428 | stats.maxhp = stats.hp; |
430 | stats.maxhp = stats.hp; |
429 | } |
431 | } |
430 | |
432 | |
431 | /* The archs just need to be updated for this */ |
433 | /* The archs just need to be updated for this */ |
432 | if (move_type == 0) |
434 | if (move_type == 0) |
… | |
… | |
558 | case KW_race: f.get_ornull (race); break; |
560 | case KW_race: f.get_ornull (race); break; |
559 | case KW_slaying: f.get_ornull (slaying); break; |
561 | case KW_slaying: f.get_ornull (slaying); break; |
560 | case KW_tag: f.get_ornull (tag); break; |
562 | case KW_tag: f.get_ornull (tag); break; |
561 | |
563 | |
562 | case KW_arch: |
564 | case KW_arch: |
563 | { |
|
|
564 | object *tmp = object::read (f); |
565 | if (object *tmp = object::read (f)) |
565 | tmp->deactivate (); |
|
|
566 | |
|
|
567 | { |
566 | { |
|
|
567 | tmp->deactivate (); |
|
|
568 | |
568 | // was: insert_ob_in_ob (tmp, op); |
569 | // was: insert_ob_in_ob (tmp, op); |
569 | // but manually adding it can improve map loading times a lot |
570 | // but manually adding it can improve map loading times a lot |
570 | // also, appending instead of prepending keeps the |
571 | // also, appending instead of prepending keeps the |
571 | // save ordering the same between repeated load/saves. |
572 | // save ordering the same between repeated load/saves. |
572 | // and finally we do not want any funny effects |
573 | // and finally we do not want any funny effects |
… | |
… | |
589 | |
590 | |
590 | tmp->below = 0; |
591 | tmp->below = 0; |
591 | tmp->env = this; |
592 | tmp->env = this; |
592 | op_inv = tmp; |
593 | op_inv = tmp; |
593 | } |
594 | } |
594 | } |
595 | else |
|
|
596 | LOG (llevError, "ERROR: couldn't load inventory object, file corrupted?\n"); |
|
|
597 | |
595 | continue; |
598 | continue; |
596 | |
599 | |
597 | case KW_other_arch: |
600 | case KW_other_arch: |
598 | if (loading_arch == this) |
601 | if (loading_arch == this) |
599 | archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); |
602 | archetype::postpone_arch_ref (loading_arch->other_arch, f.get_str ()); |
… | |
… | |
927 | case KW_attack_movement: f.get (attack_movement); break; |
930 | case KW_attack_movement: f.get (attack_movement); break; |
928 | case KW_move_state: f.get (move_status); break; |
931 | case KW_move_state: f.get (move_status); break; |
929 | case KW_expmul: f.get (expmul); break; |
932 | case KW_expmul: f.get (expmul); break; |
930 | case KW_glow_radius: f.get (glow_radius); break; |
933 | case KW_glow_radius: f.get (glow_radius); break; |
931 | case KW_weapontype: f.get (weapontype); break; |
934 | case KW_weapontype: f.get (weapontype); break; |
932 | case KW_tooltype: f.get (tooltype); break; |
|
|
933 | case KW_casting_time: f.get (casting_time); break; |
935 | case KW_casting_time: f.get (casting_time); break; |
934 | |
936 | |
935 | // elevation is deprecated |
937 | // elevation is deprecated |
936 | case KW_elevation: break; |
938 | case KW_elevation: break; |
937 | |
939 | |
… | |
… | |
1056 | // instance() activates, this should be fixed properly |
1058 | // instance() activates, this should be fixed properly |
1057 | op->deactivate (); |
1059 | op->deactivate (); |
1058 | |
1060 | |
1059 | if (!op->parse_kv (f)) |
1061 | if (!op->parse_kv (f)) |
1060 | { |
1062 | { |
1061 | op->destroy (true); |
1063 | op->destroy (); |
1062 | return 0; |
1064 | return 0; |
1063 | } |
1065 | } |
1064 | |
1066 | |
1065 | op->post_load_check (); |
1067 | op->post_load_check (); |
1066 | return op; |
1068 | return op; |
… | |
… | |
1387 | CMP_OUT (run_away); |
1389 | CMP_OUT (run_away); |
1388 | CMP_OUT (pick_up); |
1390 | CMP_OUT (pick_up); |
1389 | CMP_OUT (will_apply); |
1391 | CMP_OUT (will_apply); |
1390 | CMP_OUT (smoothlevel); |
1392 | CMP_OUT (smoothlevel); |
1391 | CMP_OUT (weapontype); |
1393 | CMP_OUT (weapontype); |
1392 | CMP_OUT (tooltype); |
|
|
1393 | CMP_OUT (client_type); |
1394 | CMP_OUT (client_type); |
1394 | CMP_OUT (item_power); |
1395 | CMP_OUT (item_power); |
1395 | CMP_OUT (duration); |
1396 | CMP_OUT (duration); |
1396 | CMP_OUT (range); |
1397 | CMP_OUT (range); |
1397 | CMP_OUT (range_modifier); |
1398 | CMP_OUT (range_modifier); |