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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.77 by root, Mon May 7 04:21:09 2007 UTC vs.
Revision 1.78 by root, Mon May 7 06:01:47 2007 UTC

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 */
262static void 262void
263check_loaded_object (object *op) 263object::post_load_check ()
264{ 264{
265 // as a kind of a hack, we now adjust the range, shield and combat slots
266 switch (type)
267 {
268 case BOW:
269 case WAND:
270 case ROD:
271 case HORN:
272 case SKILL: // maybe have to think about this one, as skills get applied togethr with their governing weapons
273 case SKILL_TOOL:
274 if (slot [body_range].info != 1)
275 {
276 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = 1;
278 }
279 break;
280
281 case WEAPON:
282 if (slot [body_combat].info != 1)
283 {
284 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = 1;
286 }
287 break;
288
289 case SHIELD:
290 if (slot [body_shield].info != 1)
291 {
292 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = 1;
294 }
295 break;
296
297 case PLAYER:
298 if (slot [body_shield].info != 1)
299 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1;
302 }
303
304 if (slot [body_combat].info != 1)
305 {
306 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1;
308 }
309 break;
310 }
311
265 /* We do some specialised handling to handle legacy cases of name_pl. 312 /* 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 - 313 * 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 314 * 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 315 * 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 316 * 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. 317 * 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 318 * Otherwise, what happens is that the the plural name will lose
272 * information (appear as just 'hearts' and not 'goblins heart') 319 * information (appear as just 'hearts' and not 'goblins heart')
273 */ 320 */
274 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) 321 if (arch && name != arch->clone.name && name_pl == arch->clone.name_pl)
275 op->name_pl = 0; 322 name_pl = 0;
276 323
277 if (!op->name_pl) 324 if (!name_pl)
278 op->name_pl = op->name; 325 name_pl = name;
279 326
280 /* objects now have a materialname. try to patch it in */ 327 /* objects now have a materialname. try to patch it in */
281 if (!(op->is_weapon () && op->level > 0)) 328 if (!(is_weapon () && level > 0))
282 { 329 {
283 if (op->map != NULL) 330 if (map != NULL)
284 set_materialname (op, op->map->difficulty, NULL); 331 set_materialname (this, map->difficulty, NULL);
285 else 332 else
286 set_materialname (op, 5, NULL); 333 set_materialname (this, 5, NULL);
287 } 334 }
288 335
289 /* only do these when program is first run - a bit 336 /* only do these when program is first run - a bit
290 * excessive to do this at every run - most of this is 337 * excessive to do this at every run - most of this is
291 * really just to catch any errors - program will still run, but 338 * really just to catch any errors - program will still run, but
292 * not in the ideal fashion. 339 * not in the ideal fashion.
293 */ 340 */
294 if ((op->type == WEAPON || op->type == BOW) && loading_arch) 341 if (loading_arch && (type == WEAPON || type == BOW || type == ROD || type == HORN || type == WAND))
295 { 342 {
296 if (!op->skill) 343 if (!skill)
297 LOG (llevError, "Weapon %s lacks a skill.\n", op->debug_desc ()); 344 LOG (llevError, "Weapon %s lacks a skill.\n", debug_desc ());
298 else if ((!strcmp (op->skill, "one handed weapons") && op->slot[1].info != -1) || 345 else if ((!strcmp (skill, "one handed weapons") && slot[body_arm].info != -1) ||
299 (!strcmp (op->skill, "two handed weapons") && op->slot[1].info != -2)) 346 (!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); 347 LOG (llevError, "weapon %s arm usage does not match skill: %d, %s\n", debug_desc (), slot[body_arm].info, &skill);
301 } 348 }
302 349
303 /* We changed last_heal to gen_sp_armour, which is what it 350 /* We changed last_heal to gen_sp_armour, which is what it
304 * really does for many objects. Need to catch any in maps 351 * really does for many objects. Need to catch any in maps
305 * that may have an old value. 352 * that may have an old value.
306 */ 353 */
307 if (op->type == WEAPON 354 if (type == WEAPON
308 || op->type == ARMOUR || op->type == HELMET 355 || type == ARMOUR || type == HELMET
309 || op->type == SHIELD || op->type == RING 356 || type == SHIELD || type == RING
310 || op->type == BOOTS || op->type == GLOVES 357 || type == BOOTS || type == GLOVES
311 || op->type == AMULET || op->type == GIRDLE 358 || type == AMULET || type == GIRDLE
312 || op->type == BRACERS || op->type == CLOAK) 359 || type == BRACERS || type == CLOAK)
313 { 360 {
314 if (op->last_heal) 361 if (last_heal)
315 { 362 {
316 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", op->debug_desc ()); 363 LOG (llevDebug, "Object %s still has last_heal set, not gen_sp_armour\n", debug_desc ());
317 op->gen_sp_armour = op->last_heal; 364 gen_sp_armour = last_heal;
318 op->last_heal = 0; 365 last_heal = 0;
319 } 366 }
320 367
321 int ip = calc_item_power (op, 0); 368 int ip = calc_item_power (this, 0);
322 369
323 /* Legacy objects from before item power was in the game */ 370 /* Legacy objects from before item power was in the game */
324 if (!op->item_power && ip) 371 if (!item_power && ip)
325 { 372 {
326 if (ip > 3) 373 if (ip > 3)
327 LOG (llevDebug, "Object %s had no item power, using %d\n", op->debug_desc (), ip); 374 LOG (llevDebug, "Object %s had no item power, using %d\n", debug_desc (), ip);
328 375
329 op->item_power = ip; 376 item_power = ip;
330 } 377 }
331 378
332 /* Check for possibly bogus values. Has to meet both these criteria - 379 /* 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 380 * 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. 381 * 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, 382 * similarly, it item_power is 0, the first check will always pass,
336 * but not the second one. 383 * but not the second one.
337 */ 384 */
338 if (ip > 2 * op->item_power && ip > (op->item_power + 3)) 385 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); 386 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
340 } 387 }
341 388
342 /* Old spellcasting object - need to load in the appropiate object */ 389 /* 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 || 390 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 */ 391 /* 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) 392 ((type == POTION || type == ALTAR) && stats.sp)) && !inv && !loading_arch)
346 { 393 {
347 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' 394 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
348 * in that spell was stored in sp. 395 * in that spell was stored in sp.
349 */ 396 */
350 object *tmp = get_archetype (spell_mapping[op->type == FIREWALL ? op->stats.dam : op->stats.sp]); 397 object *tmp = get_archetype (spell_mapping[type == FIREWALL ? stats.dam : stats.sp]);
351 insert_ob_in_ob (tmp, op); 398 insert_ob_in_ob (tmp, this);
352 op->randomitems = NULL; /* So another spell isn't created for this object */ 399 randomitems = NULL; /* So another spell isn't created for this object */
353 } 400 }
354 401
355 /* spellbooks & runes use slaying. But not to arch name, but to spell name */ 402 /* 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) 403 if ((type == SPELLBOOK || type == RUNE) && slaying && !inv && !loading_arch)
357 { 404 {
358 object *tmp = get_archetype_by_object_name (op->slaying); 405 object *tmp = get_archetype_by_object_name (slaying);
359 insert_ob_in_ob (tmp, op); 406 insert_ob_in_ob (tmp, this);
360 op->randomitems = NULL; /* So another spell isn't created for this object */ 407 randomitems = NULL; /* So another spell isn't created for this object */
361 /* without this, value is all screwed up */ 408 /* without this, value is all screwed up */
362 op->value = op->arch->clone.value * op->inv->value; 409 value = arch->clone.value * inv->value;
363 } 410 }
364 411
365 if (QUERY_FLAG (op, FLAG_MONSTER)) 412 if (QUERY_FLAG (this, FLAG_MONSTER))
366 { 413 {
367 if (op->stats.hp > op->stats.maxhp) 414 if (stats.hp > stats.maxhp)
368 { 415 {
369 LOG (llevDebug, "Monster %s has hp set higher than maxhp (%d>%d)\n", op->debug_desc (), op->stats.hp, op->stats.maxhp); 416 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; 417 stats.maxhp = stats.hp;
371 } 418 }
372 419
373 /* The archs just need to be updated for this */ 420 /* The archs just need to be updated for this */
374 if (op->move_type == 0) 421 if (move_type == 0)
375 op->move_type = MOVE_WALK; 422 move_type = MOVE_WALK;
376 } 423 }
377 424
378 if ((QUERY_FLAG (op, FLAG_GENERATOR) && QUERY_FLAG (op, FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) 425 if ((QUERY_FLAG (this, FLAG_GENERATOR) && QUERY_FLAG (this, FLAG_CONTENT_ON_GEN)) || type == CREATOR || type == CONVERTER)
379 { 426 {
380 /* Object will duplicate it's content as part of the 427 /* Object will duplicate it's content as part of the
381 * generation process. To do this, we must flag inventory 428 * generation process. To do this, we must flag inventory
382 * so it remains unevaluated concerning the randomitems and 429 * so it remains unevaluated concerning the randomitems and
383 * the living (a demonlord shouldn't cast from inside generator!) 430 * the living (a demonlord shouldn't cast from inside generator!)
384 */ 431 */
385 flag_inv (op, FLAG_IS_A_TEMPLATE); 432 flag_inv (this, FLAG_IS_A_TEMPLATE);
386 } 433 }
387 434
388 /* Handle player movers. We use move_type for player movers 435 /* Handle player movers. We use move_type for player movers
389 * because they operate on their own time (move_on 436 * because they operate on their own time (move_on
390 * would potentially cause them to be triggered when someone steps 437 * would potentially cause them to be triggered when someone steps
391 * on them). If move_type is set, presume person knows what they 438 * on them). If move_type is set, presume person knows what they
392 * are doing, otherwise, set move_type based on maxhp value. 439 * are doing, otherwise, set move_type based on maxhp value.
393 */ 440 */
394 if (op->type == PLAYERMOVER) 441 if (type == PLAYERMOVER)
395 { 442 {
396 if (!op->move_type) 443 if (!move_type)
397 { 444 {
398 if (op->stats.maxhp) 445 if (stats.maxhp)
399 { 446 {
400 op->move_type = MOVE_ALL; 447 move_type = MOVE_ALL;
401 op->stats.maxhp = 0; 448 stats.maxhp = 0;
402 } 449 }
403 else 450 else
404 op->move_type = MOVE_WALK; 451 move_type = MOVE_WALK;
405 } 452 }
406 } 453 }
407
408} 454}
409 455
410static void 456static void
411set_move (MoveType &mt, const char *str) 457set_move (MoveType &mt, const char *str)
412{ 458{
890 case KW_dam_modifier: f.get (dam_modifier); break; 936 case KW_dam_modifier: f.get (dam_modifier); break;
891 case KW_duration_modifier: f.get (duration_modifier); break; 937 case KW_duration_modifier: f.get (duration_modifier); break;
892 938
893 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess 939 //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess
894 //TODO: parse from other include files 940 //TODO: parse from other include files
895 case KW_body_range: slot[ 0].info = f.get_sint32 (); break; 941 case KW_body_range: slot[body_range] .info = f.get_sint32 (); break;
942 case KW_body_shield: slot[body_shield] .info = f.get_sint32 (); break;
943 case KW_body_combat: slot[body_combat] .info = f.get_sint32 (); break;
896 case KW_body_arm: slot[ 1].info = f.get_sint32 (); break; 944 case KW_body_arm: slot[body_arm] .info = f.get_sint32 (); break;
897 case KW_body_torso: slot[ 2].info = f.get_sint32 (); break; 945 case KW_body_torso: slot[body_torso] .info = f.get_sint32 (); break;
898 case KW_body_head: slot[ 3].info = f.get_sint32 (); break; 946 case KW_body_head: slot[body_head] .info = f.get_sint32 (); break;
899 case KW_body_neck: slot[ 4].info = f.get_sint32 (); break; 947 case KW_body_neck: slot[body_neck] .info = f.get_sint32 (); break;
900 case KW_body_skill: slot[ 5].info = f.get_sint32 (); break; 948 case KW_body_skill: slot[body_skill] .info = f.get_sint32 (); break;
901 case KW_body_finger: slot[ 6].info = f.get_sint32 (); break; 949 case KW_body_finger: slot[body_finger] .info = f.get_sint32 (); break;
902 case KW_body_shoulder: slot[ 7].info = f.get_sint32 (); break; 950 case KW_body_shoulder: slot[body_shoulder].info = f.get_sint32 (); break;
903 case KW_body_foot: slot[ 8].info = f.get_sint32 (); break; 951 case KW_body_foot: slot[body_foot] .info = f.get_sint32 (); break;
904 case KW_body_hand: slot[ 9].info = f.get_sint32 (); break; 952 case KW_body_hand: slot[body_hand] .info = f.get_sint32 (); break;
905 case KW_body_wrist: slot[10].info = f.get_sint32 (); break; 953 case KW_body_wrist: slot[body_wrist] .info = f.get_sint32 (); break;
906 case KW_body_waist: slot[11].info = f.get_sint32 (); break; 954 case KW_body_waist: slot[body_waist] .info = f.get_sint32 (); break;
907 case KW_can_apply: 955 case KW_can_apply:
908 break; 956 break;
909 957
910 case KW_connected: 958 case KW_connected:
911 add_button_link (this, map, f.get_sint32 ()); 959 add_button_link (this, map, f.get_sint32 ());
950 case KW_editable: 998 case KW_editable:
951 case KW_editor_folder: 999 case KW_editor_folder:
952 break; 1000 break;
953 1001
954 case KW_end: 1002 case KW_end:
955 check_loaded_object (this);
956
957 if (!loading_arch) 1003 if (!loading_arch)
958 instantiate (); 1004 instantiate ();
959 1005
960 f.next (); 1006 f.next ();
961 return true; 1007 return true;
1003 { 1049 {
1004 op->destroy (true); 1050 op->destroy (true);
1005 return 0; 1051 return 0;
1006 } 1052 }
1007 1053
1054 op->post_load_check ();
1008 return op; 1055 return op;
1009} 1056}
1010 1057
1011/* This takes a buffer, scans it for variables, and sets those variables 1058/* This takes a buffer, scans it for variables, and sets those variables
1012 * as appropriate in op. 1059 * as appropriate in op.

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