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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.123 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.124 by root, Tue Sep 30 07:51:17 2008 UTC

257void 257void
258object::post_load_check () 258object::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 -
412 } 412 }
413 413
414 /* 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 */
415 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch) 415 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
416 { 416 {
417 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 ());
418 object *tmp = get_archetype_by_object_name (slaying); 418 object *tmp = get_archetype_by_object_name (slaying);
419 insert_ob_in_ob (tmp, this); 419 insert_ob_in_ob (tmp, this);
420 randomitems = 0; /* So another spell isn't created for this object */ 420 randomitems = 0; /* So another spell isn't created for this object */
421 /* without this, value is all screwed up */ 421 /* without this, value is all screwed up */
422 value = arch->value * inv->value; 422 value = arch->value * inv->value;
424 424
425 if (QUERY_FLAG (this, FLAG_MONSTER)) 425 if (QUERY_FLAG (this, FLAG_MONSTER))
426 { 426 {
427 if (stats.hp > stats.maxhp) 427 if (stats.hp > stats.maxhp)
428 { 428 {
429 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);
430 stats.maxhp = stats.hp; 430 stats.maxhp = stats.hp;
431 } 431 }
432 432
433 /* The archs just need to be updated for this */ 433 /* The archs just need to be updated for this */
434 if (move_type == 0) 434 if (move_type == 0)

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