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Comparing deliantra/server/common/loader.C (file contents):
Revision 1.79 by root, Mon May 7 07:47:32 2007 UTC vs.
Revision 1.86 by root, Mon May 28 21:21:40 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
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 */
262void 262void
263object::post_load_check () 263object::post_load_check ()
264{ 264{
265 // as a kind of a hack, we now adjust the range, shield and combat slots 265 if (type >= NUM_TYPES)
266 {
267 LOG (llevError, "%s: type out of range, resetting to 0.\n", debug_desc ());
268 type = 0;
269 }
270
266 switch (type) 271 switch (type)
267 { 272 {
268 case BOW: 273 case BOW:
269 case WAND: 274 case WAND:
270 case ROD: 275 case ROD:
271 case HORN: 276 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) 277 if (slot [body_range].info != -1)
275 { 278 {
276 LOG (llevInfo, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info); 279 LOG (llevError, "%s: body_range %d != -1\n", debug_desc (), slot [body_range].info);
277 slot [body_range].info = -1; 280 slot [body_range].info = -1;
278 } 281 }
279 break; 282 break;
280 283
281 case WEAPON: 284 case WEAPON:
282 if (slot [body_combat].info != -1) 285 if (slot [body_combat].info != -1)
283 { 286 {
284 LOG (llevInfo, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info); 287 LOG (llevError, "%s: body_combat %d != -1\n", debug_desc (), slot [body_combat].info);
285 slot [body_combat].info = -1; 288 slot [body_combat].info = -1;
286 } 289 }
287 break; 290 break;
288 291
289 case SHIELD: 292 case SHIELD:
290 if (slot [body_shield].info != -1) 293 if (slot [body_shield].info != -1)
291 { 294 {
292 LOG (llevInfo, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info); 295 LOG (llevError, "%s: body_shield %d != -1\n", debug_desc (), slot [body_shield].info);
293 slot [body_shield].info = -1; 296 slot [body_shield].info = -1;
294 } 297 }
295 break; 298 break;
296 299
297 case PLAYER: 300 case PLAYER:
298 if (slot [body_shield].info != 1) 301 if (slot [body_shield].info != 1)
299 { 302 {
300 LOG (llevInfo, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info); 303 LOG (llevError, "%s: body_shield %d != 1\n", debug_desc (), slot [body_shield].info);
301 slot [body_shield].info = 1; 304 slot [body_shield].info = 1;
302 } 305 }
303 306
304 if (slot [body_combat].info != 1) 307 if (slot [body_combat].info != 1)
305 { 308 {
306 LOG (llevInfo, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info); 309 LOG (llevError, "%s: body_combat %d != 1\n", debug_desc (), slot [body_combat].info);
307 slot [body_combat].info = 1; 310 slot [body_combat].info = 1;
308 } 311 }
309 312
310 if (slot [body_range].info != 1) 313 if (slot [body_range].info != 1)
311 { 314 {
312 LOG (llevInfo, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info); 315 LOG (llevError, "%s: body_range %d != 1\n", debug_desc (), slot [body_range].info);
313 slot [body_range].info = 1; 316 slot [body_range].info = 1;
314 } 317 }
315 break; 318 break;
316 } 319 }
317 320
381 * something that has item_power 1 is probably just fine if our calculated 384 * something that has item_power 1 is probably just fine if our calculated
382 * value is 1 or 2 - these values are small enough that hard to be precise. 385 * value is 1 or 2 - these values are small enough that hard to be precise.
383 * similarly, it item_power is 0, the first check will always pass, 386 * similarly, it item_power is 0, the first check will always pass,
384 * but not the second one. 387 * but not the second one.
385 */ 388 */
389#if 0 //TODO
386 if (ip > 2 * item_power && ip > (item_power + 3)) 390 if (ip > 2 * item_power && ip > (item_power + 3))
387 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power); 391 LOG (llevDebug, "Object %s seems to have too low item power? %d > %d\n", debug_desc (), ip, item_power);
392#endif
388 } 393 }
389 394
390 /* Old spellcasting object - need to load in the appropiate object */ 395 /* Old spellcasting object - need to load in the appropiate object */
391 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL || 396 if ((type == ROD || type == WAND || type == SCROLL || type == HORN || type == FIREWALL ||
392 /* 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 */
512 517
513next: ; 518next: ;
514 } 519 }
515} 520}
516 521
517#define GET_FLAG(op,flag) \ 522#define GET_FLAG(op,flg) op->flag [flg] = f.get_bool ()
518 if (f.get_sint32 ()) \
519 SET_FLAG (op, flag); \
520 else \
521 CLEAR_FLAG (op, flag) \
522 523
523bool 524bool
524object::parse_kv (object_thawer &f) 525object::parse_kv (object_thawer &f)
525{ 526{
526 object *op_inv = inv; 527 object *op_inv = inv;
771 if (QUERY_FLAG (this, FLAG_IDENTIFIED)) 772 if (QUERY_FLAG (this, FLAG_IDENTIFIED))
772 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL); 773 CLEAR_FLAG (this, FLAG_KNOWN_MAGICAL);
773 774
774 break; 775 break;
775 776
776 case KW_wiz:
777 GET_FLAG (this, FLAG_WIZ);
778 //TODO: move to check_object
779 if (QUERY_FLAG (this, FLAG_WIZ))
780 {
781 SET_FLAG (this, FLAG_WAS_WIZ);
782 SET_FLAG (this, FLAG_WIZPASS);
783 SET_FLAG (this, FLAG_WIZCAST);
784 }
785 else
786 {
787 CLEAR_FLAG (this, FLAG_WIZPASS);
788 CLEAR_FLAG (this, FLAG_WIZCAST);
789 }
790 break;
791
792 case KW_friendly: 777 case KW_friendly:
793 if (f.get_sint32 ()) 778 if (f.get_bool ())
794 if (type != PLAYER) 779 if (type != PLAYER)
795 add_friendly_object (this); 780 add_friendly_object (this);
796 781
797 break; 782 break;
798 783
827 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break; 812 case KW_reflect_missile: GET_FLAG (this, FLAG_REFL_MISSILE); break;
828 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break; 813 case KW_reflect_spell: GET_FLAG (this, FLAG_REFL_SPELL); break;
829 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break; 814 case KW_no_magic: GET_FLAG (this, FLAG_NO_MAGIC); break;
830 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break; 815 case KW_no_drop: GET_FLAG (this, FLAG_NO_DROP); break;
831 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break; 816 case KW_random_movement: GET_FLAG (this, FLAG_RANDOM_MOVE); break;
832 case KW_was_wiz: GET_FLAG (this, FLAG_WAS_WIZ); break;
833 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break; 817 case KW_no_fix_player: GET_FLAG (this, FLAG_NO_FIX_PLAYER); break;
834 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break; 818 case KW_is_lightable: GET_FLAG (this, FLAG_IS_LIGHTABLE); break;
835 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break; 819 case KW_tear_down: GET_FLAG (this, FLAG_TEAR_DOWN); break;
836 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break; 820 case KW_can_use_shield: GET_FLAG (this, FLAG_USE_SHIELD); break;
837 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break; 821 case KW_can_cast_spell: GET_FLAG (this, FLAG_CAST_SPELL); break;
1137 * the 15'th element of this array should match that name. 1121 * the 15'th element of this array should match that name.
1138 * If an entry is NULL, that is a flag not to loaded/saved. 1122 * If an entry is NULL, that is a flag not to loaded/saved.
1139 */ 1123 */
1140 static const keyword flag_names [NUM_FLAGS] = { 1124 static const keyword flag_names [NUM_FLAGS] = {
1141 KW_alive, 1125 KW_alive,
1142 KW_wiz,
1143 KW_NULL, 1126 KW_NULL,
1144 KW_NULL, 1127 KW_NULL,
1145 KW_was_wiz, 1128 KW_NULL,
1129 KW_NULL,
1146 KW_applied, 1130 KW_applied,
1147 KW_unpaid, 1131 KW_unpaid,
1148 KW_can_use_shield, 1132 KW_can_use_shield,
1149 KW_no_pick, 1133 KW_no_pick,
1150 KW_NULL, // walk_on 1134 KW_NULL, // walk_on

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