1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
… | |
… | |
250 | "spell_glyph", /* 205 */ |
251 | "spell_glyph", /* 205 */ |
251 | NULL |
252 | NULL |
252 | }; |
253 | }; |
253 | |
254 | |
254 | /* This function checks the object after it has been loaded (when we |
255 | /* This function checks the object after it has been loaded (when we |
255 | * get the 'end' in the input stream). This function can be used to |
256 | * get the 'end' in the input stream). This function can be used to |
256 | * deal with legacy objects where fields may have changed. It can also be used |
257 | * deal with legacy objects where fields may have changed. It can also be used |
257 | * to check for objects to make sure there are no common errors. |
258 | * to check for objects to make sure there are no common errors. |
258 | */ |
259 | */ |
259 | void |
260 | void |
260 | object::post_load_check () |
261 | object::post_load_check () |
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… | |
293 | LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
294 | LOG (llevError, "ITEMBUG: %s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); |
294 | slot [body_shield].info = -1; |
295 | slot [body_shield].info = -1; |
295 | } |
296 | } |
296 | break; |
297 | break; |
297 | |
298 | |
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|
299 | case CONTAINER: |
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|
300 | if (nrof) |
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301 | { |
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302 | LOG (llevError, "ITEMBUG: %s: stackable container\n", debug_desc ()); |
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|
303 | nrof = 0; |
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|
304 | } |
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305 | break; |
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306 | |
298 | case PLAYER: |
307 | case PLAYER: |
299 | if (slot [body_shield].info != 1) |
308 | if (slot [body_shield].info != 1) |
300 | { |
309 | { |
301 | LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
310 | LOG (llevError, "ITEMBUG: %s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); |
302 | slot [body_shield].info = 1; |
311 | slot [body_shield].info = 1; |
… | |
… | |
321 | * this isn't perfect (things won't be properly pluralised), but works to |
330 | * this isn't perfect (things won't be properly pluralised), but works to |
322 | * that degree (5 heart is still quite understandable). But the case we |
331 | * that degree (5 heart is still quite understandable). But the case we |
323 | * also have to catch is if this object is not using the normal name for |
332 | * also have to catch is if this object is not using the normal name for |
324 | * the object. In that case, we also want to use the loaded name. |
333 | * the object. In that case, we also want to use the loaded name. |
325 | * Otherwise, what happens is that the the plural name will lose |
334 | * Otherwise, what happens is that the the plural name will lose |
326 | * information (appear as just 'hearts' and not 'goblins heart') |
335 | * information (appear as just 'hearts' and not 'goblins heart') |
327 | */ |
336 | */ |
328 | if (arch && name != arch->object::name && name_pl == arch->object::name_pl) |
337 | if (arch && name != arch->object::name && name_pl == arch->object::name_pl) |
329 | name_pl = 0; |
338 | name_pl = 0; |
330 | |
339 | |
331 | if (!name_pl) |
340 | if (!name_pl) |
… | |
… | |
1240 | static int last_speed_left_len = sizeof ("sl 0\n") - 1; |
1249 | static int last_speed_left_len = sizeof ("sl 0\n") - 1; |
1241 | |
1250 | |
1242 | if (last_speed_left != op->speed_left) |
1251 | if (last_speed_left != op->speed_left) |
1243 | { |
1252 | { |
1244 | last_speed_left = op->speed_left; |
1253 | last_speed_left = op->speed_left; |
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1254 | // .7g loses precision even for float, but gives nice round numbers and smaller files |
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1255 | // maybe hex format or a raw binary dump of the float is good enough, more exact, and much faster? |
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1256 | // (printf is typically very slow) |
1245 | last_speed_left_len = sizeof ("sl ") - 1 |
1257 | last_speed_left_len = sizeof ("sl ") - 1 |
1246 | + sprintf (last_speed_left_str + sizeof ("sl ") - 1, "%.7g\n", last_speed_left); |
1258 | + sprintf (last_speed_left_str + sizeof ("sl ") - 1, "%.7g\n", last_speed_left); |
1247 | } |
1259 | } |
1248 | |
1260 | |
1249 | f.add (last_speed_left_str, last_speed_left_len); |
1261 | f.add (last_speed_left_str, last_speed_left_len); |