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%{
/*
* static char *rcsid_object_c =
* "$Id: loader.l 8175 2008-01-12 09:27:41Z akirschbaum $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2006 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
sub/add_weight will transcend the environment updating the carrying
variable. */
#include <global.h>
#include <loader.h>
#include <newserver.h>
#include <sproto.h>
#include "stringbuffer.h"
#define YY_DECL int lex_load(int* depth, object** items, int maxdepth, int map_flags, int linemode)
static char *yval(void);
static int lex_error;
static char msgbuf[HUGE_BUF];
int msglen=0, total_msglen=0;
static char lorebuf[HUGE_BUF];
/* Maps the MOVE_* values to names */
static const char *const move_name[] = {"walk", "fly_low", "fly_high", "swim", "boat",
NULL};
/* This table is only necessary to convert objects that existed before the
* spell object conversion to the new object. It was not practical
* to go through every mapping looking for every potion, rod, wand, etc
* that had a sp set and update to the new value. So this maps the
* old spell numbers to the name of the new archs.
* If you are adding a new spell, you should not modify this - your
* new spell won't have been used, and thus won't have any legacy object.
* NULL entries in this table are valid - to denote objects that should
* not be updated for whatever reason.
*/
const char *const spell_mapping[] = {
"spell_magic_bullet", /* 0 */
"spell_small_fireball", /* 1 */
"spell_medium_fireball", /* 2 */
"spell_large_fireball", /* 3 */
"spell_burning_hands", /* 4 */
"spell_sm_lightning", /* 5 */
"spell_large_lightning", /* 6 */
"spell_magic_missile", /* 7 */
"spell_create_bomb", /* 8 */
"spell_summon_golem", /* 9 */
"spell_summon_fire_elemental", /* 10 */
"spell_summon_earth_elemental", /* 11 */
"spell_summon_water_elemental", /* 12 */
"spell_summon_air_elemental", /* 13 */
"spell_dimension_door", /* 14 */
"spell_create_earth_wall", /* 15 */
"spell_paralyze", /* 16 */
"spell_icestorm", /* 17 */
"spell_magic_mapping", /* 18 */
"spell_turn_undead", /* 19 */
"spell_fear", /* 20 */
"spell_poison_cloud", /* 21 */
"spell_wonder", /* 22 */
"spell_destruction", /* 23 */
"spell_perceive_self", /* 24 */
"spell_word_of_recall", /* 25 */
"spell_invisible", /* 26 */
"spell_invisible_to_undead", /* 27 */
"spell_probe", /* 28 */
"spell_lg_magic_bullet", /* 29 */
"spell_improved_invisibility", /* 30 */
"spell_holy_word", /* 31 */
"spell_minor_healing", /* 32 */
"spell_medium_healing", /* 33 */
"spell_major_healing", /* 34 */
"spell_heal", /* 35 */
"spell_create_food", /* 36 */
"spell_earth_to_dust", /* 37 */
"spell_armour", /* 38 */
"spell_strength", /* 39 */
"spell_dexterity", /* 40 */
"spell_constitution", /* 41 */
"spell_charisma", /* 42 */
"spell_create_fire_wall", /* 43 */
"spell_create_frost_wall", /* 44 */
"spell_protection_from_cold", /* 45 */
"spell_protection_from_electricity", /* 46 */
"spell_protection_from_fire", /* 47 */
"spell_protection_from_poison", /* 48 */
"spell_protection_from_slow", /* 49 */
"spell_protection_from_paralysis", /* 50 */
"spell_protection_from_draining", /* 51 */
"spell_protection_from_magic", /* 52 */
"spell_protection_from_attack", /* 53 */
"spell_levitate", /* 54 */
"spell_small_speedball", /* 55 */
"spell_large_speedball", /* 56 */
"spell_hellfire", /* 57 */
"spell_dragonbreath", /* 58 */
"spell_large_icestorm", /* 59 */
"spell_charging", /* 60 */
"spell_polymorph", /* 61 */
"spell_cancellation", /* 62 */
"spell_confusion", /* 63 */
"spell_mass_confusion", /* 64 */
"spell_summon_pet_monster", /* 65 */
"spell_slow", /* 66 */
"spell_regenerate_spellpoints", /* 67 */
"spell_cure_poison", /* 68 */
"spell_protection_from_confusion", /* 69 */
"spell_protection_from_cancellation", /* 70 */
"spell_protection_from_depletion", /* 71 */
"spell_alchemy", /* 72 */
"spell_remove_curse", /* 73 */
"spell_remove_damnation", /* 74 */
"spell_identify", /* 75*/
"spell_detect_magic", /* 76 */
"spell_detect_monster", /* 77 */
"spell_detect_evil", /* 78 */
"spell_detect_curse", /* 79 */
"spell_heroism", /* 80 */
"spell_aggravation", /* 81 */
"spell_firebolt", /* 82 */
"spell_frostbolt", /* 83 */
"spell_shockwave", /* 84 */
"spell_color_spray", /* 85 */
"spell_haste", /* 86 */
"spell_face_of_death", /* 87 */
"spell_ball_lightning", /* 88 */
"spell_meteor_swarm", /* 89 */
"spell_comet", /* 90 */
"spell_mystic_fist", /* 91 */
"spell_raise_dead", /* 92 */
"spell_resurrection", /* 93 */
"spell_reincarnation", /* 94 */
"spell_immunity_to_cold", /* 95 */
"spell_immunity_to_electricity",/* 96 */
"spell_immunity_to_fire", /* 97 */
"spell_immunity_to_poison", /* 98 */
"spell_immunity_to_slow", /* 99 */
"spell_immunity_to_paralysis", /* 100 */
"spell_immunity_to_draining", /* 101 */
"spell_immunity_to_magic", /* 102 */
"spell_immunity_to_attack", /* 103 */
"spell_invulnerability", /* 104 */
"spell_defense", /* 105 */
"spell_rune_of_fire", /* 106 */
"spell_rune_of_frost", /* 107 */
"spell_rune_of_shocking", /* 108 */
"spell_rune_of_blasting", /* 109 */
"spell_rune_of_death", /* 110 */
"spell_marking_rune", /* 111 */
"spell_build_director", /* 112 */
"spell_create_pool_of_chaos", /* 113 */
"spell_build_bullet_wall", /* 114 */
"spell_build_lightning_wall", /* 115 */
"spell_build_fireball_wall", /* 116 */
"spell_magic_rune", /* 117 */
"spell_rune_of_magic_drain", /* 118 */
"spell_antimagic_rune", /* 119 */
"spell_rune_of_transference", /* 120 */
"spell_transference", /* 121 */
"spell_magic_drain", /* 122 */
"spell_counterspell", /* 123 */
"spell_disarm", /* 124 */
"spell_cure_confusion", /* 125 */
"spell_restoration", /* 126 */
"was summon evil monster", /* 127 */ /* Not implemented as nothing used it */
"spell_counterwall", /* 128 */
"spell_cause_light_wounds", /* 129 */
"spell_cause_medium_wounds", /* 130 */
"spell_cause_heavy_wounds", /* 131 */
"spell_charm_monsters", /* 132 */
"spell_banishment", /* 133 */
"spell_create_missile", /* 134 */
"spell_show_invisible", /* 135 */
"spell_xray", /* 136 */
"spell_pacify", /* 137 */
"spell_summon_fog", /* 138 */
"spell_steambolt", /* 139 */
"spell_command_undead", /* 140 */
"spell_holy_orb", /* 141 */
"spell_summon_avatar", /* 142 */
"spell_holy_possession", /* 143 */
"spell_bless", /* 144 */
"spell_curse", /* 145 */
"spell_regeneration", /* 146 */
"spell_consecrate", /* 147 */
"spell_summon_cult_monsters", /* 148 */
"spell_cause_critical_wounds", /* 149 */
"spell_holy_wrath", /* 150 */
"spell_retributive_strike", /* 151 */
"spell_finger_of_death", /* 152 */
"spell_insect_plague", /* 153 */
"spell_call_holy_servant", /* 154 */
"spell_wall_of_thorns", /* 155 */
"spell_staff_to_snake", /* 156 */
"spell_light", /* 157 */
"spell_darkness", /* 158 */
"spell_nightfall", /* 159 */
"spell_daylight", /* 160 */
"spell_sunspear", /* 161 */
"spell_faery_fire", /* 162 */
"spell_cure_blindness", /* 163 */
"spell_dark_vision", /* 164 */
"spell_bullet_swarm", /* 165 */
"spell_bullet_storm", /* 166 */
"spell_cause_many_wounds", /* 167 */
"spell_small_snowstorm", /* 168 */
"spell_medium_snowstorm", /* 169 */
"spell_large_snowstorm", /* 170 */
"spell_cure_disease", /* 171 */
"spell_cause_red_death", /* 172 */
"spell_cause_flu", /* 173 */
"spell_cause_black_death", /* 174 */
"spell_cause_leprosy", /* 175 */
"spell_cause_smallpox", /* 176 */
"spell_cause_white_death", /* 177 */
"spell_cause_anthrax", /* 178 */
"spell_cause_typhoid", /* 179 */
"spell_mana_blast", /* 180 */
"spell_small_manaball", /* 181 */
"spell_medium_manaball", /* 182 */
"spell_large_manaball", /* 183 */
"spell_manabolt", /* 184 */
"spell_dancing_sword", /* 185 */
"spell_animate_weapon", /* 186 */
"spell_cause_cold", /* 187 */
"spell_divine_shock", /* 188 */
"spell_windstorm", /* 189 */
"spell_sanctuary", /* 190 */
"spell_peace", /* 191 */
"spell_spiderweb", /* 192 */
"spell_conflict", /* 193 */
"spell_rage", /* 194 */
"spell_forked_lightning", /* 195 */
"spell_poison_fog", /* 196 */
"spell_flaming_aura", /* 197 */
"spell_vitriol", /* 198 */
"spell_vitriol_splash", /* 199 */
"spell_iron_skin", /* 200 */
"spell_wrathful_eye", /* 201 */
"spell_town_portal", /* 202 */
"spell_missile_swarm", /* 203 */
"spell_cause_rabies", /* 204 */
"spell_glyph", /* 205 */
NULL
};
#define SET_OR_CLEAR_FLAG(op, flag, val) \
{ if (val) SET_FLAG(op, flag); else CLEAR_FLAG(op, flag); }
/* SET_RESIST is really only really needed for transition code. We normally
* don't care about multiple values overwriting each other, but this is
* to catch items that have multiple protection/immune/vulnerable.
* This can be simplified later on to just do the set after all the archs
* and maps have been updated.
* We always keep the last value because otherwise the value from the
* arch may take precedence.
* Unfortunately, we will report warnings here simply because an object has
* been modified from the arch.
*/
#if 0 /* #if's don't work in #define macros */
#define SET_RESIST(op, type, val) \
{if (op->resist[type]!=0) { \
LOG(llevInfo, "object %s having multiple resistances set, type=%s, old=%d, new=%d\n", \
op->name?op->name:(op->arch?op->arch->name:"unknown"), \
resist_plus[type], op->resist[type], val); \
} op->resist[type] = val; }
#else
#define SET_RESIST(op, type, val) op->resist[type] = val;
#endif
#define IVAL atoi(yval())
#define FVAL atof(yval())
extern int arch_init;
extern int artifact_init;
/* Put this here since it is used below */
static void set_protection(object *op, uint32 mask, uint16 pro_val)
{
int i;
if (!mask) return; /* Unlikely, but might as well check */
for (i=0; i<NROFATTACKS; i++) {
if (mask & (1<<i)) SET_RESIST(op, i, pro_val);
}
}
static void set_body_info(object *op, char *params) {
int i;
char *cp;
/* go to first space character */
for (cp=params; !isspace(*cp); cp++) ;
*cp++ = 0; /* null it out */
for (i=0; i<NUM_BODY_LOCATIONS; i++) {
if (!strcmp(params, body_locations[i].save_name)) {
op->body_info[i] = atoi(cp);
return; /* Only one line passed in params */
}
}
LOG(llevError,"set_body_info called with bogus params: %s\n", params);
}
/* This function checks the object after it has been loaded (when we
* get the 'end' in the input stream). This function can be used to
* deal with legacy objects where fields may have changed. It can also be used
* to check for objects to make sure there are no common errors.
*/
static void check_loaded_object(object *op) {
int ip;
if (artifact_init)
/* Artifacts are special beasts, let's not check them. */
return;
/* We do some specialized handling to handle legacy cases of name_pl.
* If the object doesn't have a name_pl, we just use the object name -
* this isn't perfect (things won't be properly pluralized), but works to
* that degree (5 heart is still quite understandable). But the case we
* also have to catch is if this object is not using the normal name for
* the object. In that case, we also want to use the loaded name.
* Otherwise, what happens is that the the plural name will lose
* information (appear as just 'hearts' and not 'goblins heart')
*/
if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) {
if (op->name_pl) free_string(op->name_pl);
op->name_pl = NULL;
}
if (!op->name_pl) op->name_pl = add_string(op->name);
/* objects now have a materialname. try to patch it in */
if (!(IS_WEAPON(op) && op->level > 0)) {
if (op->map != NULL)
set_materialname(op, op->map->difficulty, NULL);
else
set_materialname(op, 5, NULL);
}
/* only do these when program is first run - a bit
* excessive to do this at every run - most of this is
* really just to catch any errors - program will still run, but
* not in the ideal fashion.
*/
if ((op->type == WEAPON || op->type==BOW) && arch_init) {
if (!op->skill) {
LOG(llevError,"Weapon %s lacks a skill.\n", op->name);
} else if ((!strcmp(op->skill,"one handed weapons") && op->body_info[1] != -1) ||
(!strcmp(op->skill,"two handed weapons") && op->body_info[1] != -2)) {
LOG(llevError,"weapon %s arm usage does not match skill: %d, %s\n",
op->name, op->body_info[1], op->skill);
}
}
/* We changed last_heal to gen_sp_armour, which is what it
* really does for many objects. Need to catch any in maps
* that may have an old value.
*/
if ((op->type == WEAPON) ||
(op->type == ARMOUR) || (op->type == HELMET) ||
(op->type == SHIELD) || (op->type == RING) ||
(op->type == BOOTS) || (op->type == GLOVES) ||
(op->type == AMULET ) || (op->type == GIRDLE) ||
(op->type == BRACERS ) || (op->type == CLOAK)) {
if (op->last_heal) {
LOG(llevDebug,"Object %s still has last_heal set, not gen_sp_armour\n",
op->name?op->name:"NULL");
op->gen_sp_armour = op->last_heal;
op->last_heal = 0;
}
if (editor) ip =0;
else ip = calc_item_power(op, 0);
/* Legacy objects from before item power was in the game */
if (!op->item_power && ip) {
if (ip > 3) {
LOG(llevDebug,"Object %s had no item power, using %d\n",
op->name?op->name:"NULL", ip);
}
op->item_power = ip;
}
/* Check for possibly bogus values. Has to meet both these criteria -
* something that has item_power 1 is probably just fine if our calculated
* value is 1 or 2 - these values are small enough that hard to be precise.
* similarly, it item_power is 0, the first check will always pass,
* but not the second one.
*/
if (ip > 2 *op->item_power && ip > (op->item_power + 3)) {
LOG(llevDebug,"Object %s seems to have too low item power? %d > %d\n",
op->name?op->name:"NULL", ip, op->item_power);
}
}
/* Old spellcasting object - need to load in the appropriate object */
if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN
|| op->type == FIREWALL ||
/* POTIONS and ALTARS don't always cast spells, but if they do, update them */
((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) {
object *tmp;
/* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
* in that spell was stored in sp.
*/
tmp = create_archetype(spell_mapping[op->type == FIREWALL?op->stats.dam:op->stats.sp]);
insert_ob_in_ob(tmp, op);
op->randomitems = NULL; /* So another spell isn't created for this object */
}
/* spellbooks & runes use slaying. But not to arch name, but to spell name */
if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) {
object *tmp;
tmp = create_archetype_by_object_name(op->slaying);
insert_ob_in_ob(tmp, op);
op->randomitems = NULL; /* So another spell isn't created for this object */
/* without this, value is all screwed up */
op->value = op->arch->clone.value * op->inv->value;
}
if (QUERY_FLAG(op, FLAG_MONSTER)) {
if (op->stats.hp > op->stats.maxhp)
LOG(llevDebug,"Monster %s has hp set higher than maxhp (%d>%d)\n",
op->name,
op->stats.hp, op->stats.maxhp);
/* The archs just need to be updated for this */
if (op->move_type ==0) op->move_type = MOVE_WALK;
}
if ((QUERY_FLAG(op,FLAG_GENERATOR) && QUERY_FLAG(op,FLAG_CONTENT_ON_GEN))
|| op->type == CREATOR
|| op->type == CONVERTER) {
/* Object will duplicate it's content as part of the
* generation process. To do this, we must flag inventory
* so it remains unevaluated concerning the randomitems and
* the living (a demonlord shouldn't cast from inside generator!)
*/
flag_inv(op,FLAG_IS_A_TEMPLATE);
}
/* Handle player movers. We use move_type for player movers
* because they operate on their own time (move_on
* would potentially cause them to be triggered when someone steps
* on them). If move_type is set, presume person knows what they
* are doing, otherwise, set move_type based on maxhp value.
*/
if (op->type == PLAYERMOVER) {
if (!op->move_type) {
if (op->stats.maxhp) {
op->move_type = MOVE_ALL;
op->stats.maxhp=0;
} else {
op->move_type = MOVE_WALK;
}
}
}
/* Here we'll handle custom monsters. In order to handle them correctly, especially in the fix_object
* method, we'll create a new temporary archetype containing defined values.
* Of course this doesn't apply when loading archetypes or artifacts.
*/
if (arch_init == 0 && artifact_init == 0 && QUERY_FLAG(op, FLAG_MONSTER) && !can_merge(op, &op->arch->clone)) {
archetype* temp = get_archetype_struct();
temp->reference_count++;
temp->name = add_string(op->arch->name);
temp->tail_x = op->arch->tail_x;
temp->tail_y = op->arch->tail_y;
copy_object(op, &temp->clone);
temp->clone.inv = NULL;
temp->clone.env = NULL;
temp->clone.x = 0;
temp->clone.y = 0;
temp->clone.map = NULL;
if (FABS(temp->clone.speed)>MIN_ACTIVE_SPEED) {
/* Clone has a speed, so need to clear that because it isn't on a map */
/* But we need to keep the value, because otherwise the customized object
* will have no speed (fix_player() will use the 0 value). So set it
* to zero, call update_ob_speed() to remove it from active list, then
* set its speed back to the original.
*/
temp->clone.speed = 0;
update_ob_speed(&temp->clone);
temp->clone.speed = op->speed;
}
temp->more = op->arch->more;
op->arch = temp;
/* LOG(llevDebug, "created temporary archetype for %s at %d,%d\n", op->name, op->x, op->y); */
}
}
/* This extracts the key/value from the yytext field -
* calls set_ob_key_value() to actually set the value.
* Function basically has to find spaces, strip out extra,
* etc. strchr doesn't work as good because could also
* be tabs.
*/
static void add_key_value(object * op) {
char * key = NULL;
char * value = NULL;
char * cp;
char * end;
/* First, skip over leading whitespace. */
for (cp = yytext; isspace(*cp); cp++) { ; }
key = cp;
/* Now look for the end of the key/field name. */
for (; !isspace(*cp); cp++) {
if (*cp == '\0') {
/* Oops, ran out of string! Set the key with an empty value. */
set_ob_key_value(op, key, NULL, TRUE);
return;
}
}
if (*cp == '\0') {
set_ob_key_value(op, key, NULL, TRUE);
return;
}
/* Chop off the key, and start at the next character. */
*cp = '\0';
cp++;
if (*cp == '\0') {
/* Was followed by one space? */
set_ob_key_value(op, key, NULL, TRUE);
return;
}
/* Now looking for the value. Skip over whitespace. */
for (; isspace(*cp); cp++) {
if (*cp == '\0') {
/* Guess not. */
set_ob_key_value(op, key, NULL, TRUE);
return;
}
}
value = cp;
/* Got last character before null and strip
* off tailing whitespace
*/
for (end = value + (strlen(cp)-1); isspace(*end); end--) {
if (end == value) {
/* *blink blink* Still no value? */
set_ob_key_value(op, key, NULL, TRUE);
return;
}
*end='\0';
}
set_ob_key_value(op, key, value, TRUE);
}
static void set_move(MoveType *mt, char *params) {
char *str;
int i, negate;
if (isdigit(*params)) {
*mt = atoi(params);
} else {
*mt=0;
for (str=strtok(params, " "); str; str=strtok(NULL, " ")) {
negate=0;
if (!strcasecmp(str, "all"))
*mt |= MOVE_ALL;
else {
if (*str=='-') {
negate = 1;
str++;
}
for (i=0; move_name[i] != NULL; i++) {
if (!strcasecmp(move_name[i], str)) {
if (negate) {
*mt &= ~(1<<i);
} else {
*mt |= (1<<i);
}
break;
}
}
if (move_name[i] == NULL) {
/* fly is a special case - covers both fly_low and
* fly_high - since it doesn't match to a specific
* single bit, have to special case it.
*/
if (!strcasecmp(str,"flying")) {
if (negate) {
*mt &= ~MOVE_FLYING;
} else {
*mt |= MOVE_FLYING;
}
} else {
LOG(llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str);
}
}
} /* Else not all move types */
} /* for strtok */
} /* Else not a numeric value */
}
%}
S [ \t]+.+
WS [ \t]*
A .+
%x MESSAGE
%x LORE
%x SCRIPT
/* Don't have to link with -lfl with this */
%option noyywrap
/* need yy_push_state, yy_pop_state */
%option stack
%%
%{
/* Declare some local variables */
int ismore=0;
lex_error=0;
object* op = items[*depth];
%}
^msg{WS}$ { BEGIN( MESSAGE ); msgbuf[0]='\0'; msglen=0; total_msglen=0;}
<MESSAGE>^endmsg{WS}$ { BEGIN( INITIAL );
op->msg=add_string(msgbuf);
/* Just print a warning so we can be reasonably safe
* about not overflowing the buffer.
*/
if (total_msglen > (HUGE_BUF/2))
LOG(llevDebug, "\n\tWarning message length > %d (max allowed=%d): %d\n>%.80s<\n",
HUGE_BUF/2, HUGE_BUF, total_msglen,op->msg);
}
<MESSAGE>.* { safe_strcat(msgbuf, yytext, &msglen, HUGE_BUF);
safe_strcat(msgbuf, "\n", &msglen, HUGE_BUF);
total_msglen += strlen(yytext) + 1;
}
^lore{WS}$ { BEGIN( LORE ); lorebuf[0]='\0'; }
<LORE>^endlore{WS}$ { BEGIN( INITIAL );
op->lore=add_string(lorebuf);
/* Just print a warning so we can be reasonably safe
* about not overflowing the buffer.
*/
if (strlen(op->lore) > (HUGE_BUF/2))
LOG(llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
HUGE_BUF/2, HUGE_BUF, strlen(op->lore),op->lore);
}
<LORE>.* {strcat(lorebuf, yytext); strcat(lorebuf,"\n"); }
^object{S} { char *yv=yval();
if (*yv=='\0') {
LOG(llevError,"Object lacks name.\n");
return LL_IGNORED;
}
if (!arch_init) {
LOG(llevError,"Got object info when not in arch_init (%s)?\n", yv);
} else {
if (op->arch!=NULL) op->arch->name=add_string(yv);
op->name = add_string(yv);
}
}
^name{S} { char *yv=yval();
if (*yv=='\0') LOG(llevError,"Name without val\n");
else FREE_AND_COPY(op->name, yv);
}
^name_pl{S} { char *yv=yval();
if (*yv=='\0') LOG(llevError,"Name without val\n");
else FREE_AND_COPY(op->name_pl, yv);
}
^skill{S} FREE_AND_COPY(op->skill,yval());
^custom_name{S} { char *yv=yval();
if (*yv=='\0') LOG(llevError,"Custom name without val\n");
else FREE_AND_COPY(op->custom_name, yv);
}
^race{S} FREE_AND_COPY(op->race,yval());
^slaying{S} FREE_AND_COPY(op->slaying, yval());
^inventory.*$ LOG(llevError,"Got depreciated Inventory command?\n");
^arch{S} { /* If op->arch has been set, then this new object
* must be part of the inventory. So process
* appropriately.
*/
if (op->arch) {
/* The logic is a follow:
- in linemode, we are loading artifacts, so just increase depth, next calls with work
on object in inventory, and linking done in the "end" part
- when not in linemode, we are loading an archetype, or a map
- if archetype loading, discard the object, it'll be handled by second_arch_pass()
- else put object like usual
*/
object *tmp;
char *yv=yval();
tmp=get_object();
tmp->arch = find_archetype(yv);
if (tmp->arch!=NULL)
copy_object(&tmp->arch->clone,tmp);
else {
if (tmp->name) free_string(tmp->name);
/* record the name of the broken object */
tmp->name = add_string(yv);
}
strcpy(msgbuf, "");
strcpy(lorebuf, "");
msglen=0;
total_msglen=0;
(*depth)++;
items[*depth] = tmp;
if (linemode == 0) {
lex_load(depth, items, maxdepth, map_flags, linemode);
(*depth)--;
if (tmp->arch && (arch_init == 0)) {
insert_ob_in_ob(tmp,op);
}
else {
if (init_archetypes == 0)
LOG(llevDebug,"Discarding object without arch: %s\n", tmp->name?tmp->name:"(null)");
free_object(tmp);
}
}
}
/* This is the actual archetype definition then */
else {
char *yv=yval();
op->arch=find_archetype(yv);
if (op->arch!=NULL) copy_object(&op->arch->clone,op);
else if (!arch_init) {
if (op->name) free_string(op->name);
/* record the name of the broken object */
op->name = add_string(yv);
}
}
}
^other_arch{S} op->other_arch=find_archetype(yval());
^animation{S} {
if (strcmp (yval(), "NONE") == 0) {
op->animation_id = 0;
CLEAR_FLAG (op, FLAG_ANIMATE);
} else {
op->animation_id = find_animation (yval());
SET_FLAG (op, FLAG_ANIMATE);
}
}
^more{WS}$ { /* We need to record that this is a multipart object,
* so the calling function can glue things back together
*/
ismore=1;
}
^end{WS}$ { check_loaded_object(op);
if (linemode) {
/* Linemode is only set for artifact loading. */
if ((*depth) > 0) {
insert_ob_in_ob(items[*depth], items[(*depth)-1]);
}
return LL_NORMAL;
}
if (ismore) return LL_MORE;
else return LL_NORMAL;
}
^last_heal{S} op->last_heal = IVAL;
^last_sp{S} op->last_sp = IVAL;
^last_grace{S} op->last_grace = IVAL;
^last_eat{S} op->last_eat = IVAL;
^speed{S} { op->speed = FVAL;
if (!(map_flags & MAP_STYLE)) {
if (op->speed<0) op->speed_left = op->speed_left-RANDOM()%100/100.0;
update_ob_speed(op);
}
}
^speed_left{S} op->speed_left = FVAL;
^slow_move{S} { op->move_slow |= MOVE_WALK;
op->move_slow_penalty = FVAL;
}
^title{S} { char *y=yval();
if (*y=='\0') LOG(llevError,"Title without value.\n");
else FREE_AND_COPY(op->title, y);
}
^face{S} op->face = &new_faces[find_face(yval(), 0)];
^str{S} op->stats.Str = IVAL;
^dex{S} op->stats.Dex = IVAL;
^con{S} op->stats.Con = IVAL;
^wis{S} op->stats.Wis = IVAL;
^cha{S} op->stats.Cha = IVAL;
^int{S} op->stats.Int = IVAL;
^pow{S} op->stats.Pow = IVAL;
^hp{S} op->stats.hp = IVAL;
^maxhp{S} op->stats.maxhp = IVAL;
^sp{S} op->stats.sp = IVAL;
^maxsp{S} op->stats.maxsp = IVAL;
^grace{S} op->stats.grace = IVAL;
^maxgrace{S} op->stats.maxgrace = IVAL;
^exp{S} op->stats.exp = atoll(yval());
^perm_exp{S} op->perm_exp = atoll(yval());
^food{S} op->stats.food = IVAL;
^dam{S} op->stats.dam = IVAL;
^wc{S} op->stats.wc = IVAL;
^ac{S} op->stats.ac = IVAL;
^x{S} {op->x = IVAL; op->ox= op->x; }
^y{S} {op->y = IVAL; op->oy= op->y; }
^nrof{S} op->nrof= atol(yval());
^level{S} op->level = IVAL;
^direction{S} op->direction = IVAL;
^type{S} op->type = IVAL;
^subtype{S} op->subtype = IVAL;
^material{S} op->material = IVAL;
^materialname{S} { char *yv=yval();
if (*yv=='\0')
LOG(llevError,"Materialname without val\n");
else
FREE_AND_COPY(op->materialname, yv);
}
^value{S} op->value = IVAL;
^weight{S} op->weight = atol(yval());
^carrying{S} op->carrying = atol(yval());
^attacktype{S} op->attacktype = IVAL;
^path_attuned{S} op->path_attuned = IVAL;
^path_repelled{S} op->path_repelled = IVAL;
^path_denied{S} op->path_denied = IVAL;
^invisible{S} op->invisible = IVAL;
^magic{S} op->magic = IVAL;
^state{S} op->state = IVAL;
^alive{S} SET_OR_CLEAR_FLAG(op, FLAG_ALIVE, IVAL);
^applied{S} SET_OR_CLEAR_FLAG(op, FLAG_APPLIED, IVAL);
^unpaid{S} SET_OR_CLEAR_FLAG(op, FLAG_UNPAID, IVAL);
^need_an{S} { /* not used - just ignore */ }
^need_ie{S} { /* not used - jsut ignore */ }
^is_animated{S} SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL);
^no_pick{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL);
^client_anim_sync{S} SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_SYNC, IVAL);
^client_anim_random{S} SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_RANDOM, IVAL);
%{ /* These are all legacy - any new objects should use the move_ .. values */
%}
^no_pass{S} { if (IVAL) op->move_block = MOVE_ALL; else op->move_block=0; }
^walk_on{S} { if (IVAL) op->move_on |= MOVE_WALK; else op->move_on &= ~MOVE_WALK; }
^walk_off{S} { if (IVAL) op->move_off |= MOVE_WALK; else op->move_off &= ~MOVE_WALK; }
^fly_on{S} { if (IVAL) op->move_on |= MOVE_FLY_LOW; else op->move_on &= ~MOVE_FLY_LOW; }
^fly_off{S} { if (IVAL) op->move_off |= MOVE_FLY_LOW; else op->move_off &= ~MOVE_FLY_LOW; }
^flying{S} { if (IVAL) op->move_type |= MOVE_FLY_LOW; else op->move_type &= ~MOVE_FLY_LOW; }
%{ /* These are the new values */
%}
^move_block{S} set_move(&op->move_block, yval());
^move_allow{S} set_move(&op->move_allow, yval());
^move_type{S} set_move(&op->move_type, yval());
^move_on{S} set_move(&op->move_on, yval());
^move_off{S} set_move(&op->move_off, yval());
^move_slow{S} set_move(&op->move_slow, yval());
^move_slow_penalty{S} op->move_slow_penalty = FVAL;
^monster{S} SET_OR_CLEAR_FLAG(op, FLAG_MONSTER, IVAL);
^neutral{S} SET_OR_CLEAR_FLAG(op, FLAG_NEUTRAL, IVAL);
^no_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_ATTACK, IVAL);
^no_damage{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DAMAGE, IVAL);
^friendly{S} { if (IVAL) {
SET_FLAG(op, FLAG_FRIENDLY);
if (op->type != PLAYER) {
LOG(llevDebug," Adding friendly object %s.\n",op->name);
add_friendly_object(op);
}
}
else CLEAR_FLAG(op, FLAG_FRIENDLY);
}
^generator{S} SET_OR_CLEAR_FLAG(op, FLAG_GENERATOR, IVAL);
^use_content_on_gen{S} SET_OR_CLEAR_FLAG (op,FLAG_CONTENT_ON_GEN, IVAL);
^is_thrown{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_THROWN, IVAL);
^auto_apply{S} SET_OR_CLEAR_FLAG(op, FLAG_AUTO_APPLY, IVAL);
^treasure{S} SET_OR_CLEAR_FLAG(op, FLAG_TREASURE, IVAL);
^see_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_INVISIBLE, IVAL);
^can_roll{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_ROLL, IVAL);
^overlay_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_OVERLAY_FLOOR, IVAL);
^is_turnable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_TURNABLE, IVAL);
^is_used_up{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_USED_UP, IVAL);
^identified{S} { if (IVAL) {
SET_FLAG(op, FLAG_IDENTIFIED);
CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
}
else CLEAR_FLAG(op, FLAG_IDENTIFIED);
}
^reflecting{S} SET_OR_CLEAR_FLAG(op, FLAG_REFLECTING, IVAL);
^changing{S} SET_OR_CLEAR_FLAG(op, FLAG_CHANGING, IVAL);
^splitting{S} SET_OR_CLEAR_FLAG(op, FLAG_SPLITTING, IVAL);
^hitback{S} SET_OR_CLEAR_FLAG(op, FLAG_HITBACK, IVAL);
^startequip{S} SET_OR_CLEAR_FLAG(op, FLAG_STARTEQUIP, IVAL);
^blocksview{S} SET_OR_CLEAR_FLAG(op, FLAG_BLOCKSVIEW, IVAL);
^editable{S} op->arch->editable = IVAL;
^editor_folder{S} { }
^undead{S} SET_OR_CLEAR_FLAG(op, FLAG_UNDEAD, IVAL);
^scared{S} SET_OR_CLEAR_FLAG(op, FLAG_SCARED, IVAL);
^unaggressive{S} SET_OR_CLEAR_FLAG(op, FLAG_UNAGGRESSIVE, IVAL);
^reflect_missile{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_MISSILE, IVAL);
^reflect_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_SPELL, IVAL);
^no_magic{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_MAGIC, IVAL);
^wiz{S} { if (IVAL) {
SET_FLAG(op, FLAG_WIZ);
SET_FLAG(op, FLAG_WAS_WIZ);
SET_FLAG(op, FLAG_WIZPASS);
SET_FLAG(op, FLAG_WIZCAST);
}
else {
CLEAR_FLAG(op, FLAG_WIZ);
CLEAR_FLAG(op, FLAG_WIZPASS);
CLEAR_FLAG(op, FLAG_WIZCAST);
}
}
^was_wiz{S} SET_OR_CLEAR_FLAG(op, FLAG_WAS_WIZ, IVAL);
^no_fix_player{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER, IVAL);
^is_lightable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_LIGHTABLE, IVAL);
^tear_down{S} SET_OR_CLEAR_FLAG(op, FLAG_TEAR_DOWN, IVAL);
^luck{S} op->stats.luck = IVAL;
^run_away{S} op->run_away = IVAL;
^pick_up{S} op->pick_up = IVAL;
^item_power{S} op->item_power = IVAL;
^gen_sp_armour{S} op->gen_sp_armour = IVAL;
^anim_speed{S} op->anim_speed = IVAL;
^container{S} op->weight_limit = IVAL;
^no_drop{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DROP, IVAL);
^will_apply{S} op->will_apply = IVAL;
^random_movement{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
^can_apply{S} { }
^can_use_shield{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SHIELD, IVAL);
^can_cast_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_CAST_SPELL, IVAL);
^can_use_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SCROLL, IVAL);
^can_use_range{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
^can_use_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_BOW, IVAL);
^can_use_armour{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ARMOUR, IVAL);
^can_use_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_WEAPON, IVAL);
^can_use_ring{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RING, IVAL);
^has_ready_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_BOW, IVAL);
^xrays{S} SET_OR_CLEAR_FLAG(op, FLAG_XRAYS, IVAL);
^is_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_FLOOR, IVAL);
^lifesave{S} SET_OR_CLEAR_FLAG(op, FLAG_LIFESAVE, IVAL);
^no_strength{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STRENGTH, IVAL);
^sleep{S} {
SET_OR_CLEAR_FLAG(op, FLAG_SLEEP, IVAL);
/*(LOG(llevDebug," Warning: Object %s has sleep set in arch.\n",op->name);*/
}
^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, IVAL);
^random_move{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
^only_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_ONLY_ATTACK, IVAL);
^activate_on_push{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_PUSH, IVAL);
^activate_on_release{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_RELEASE, IVAL);
/* armour is loaded for compatiblity reasons */
^armour{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
/* Start of various attacktypes */
^resist_physical{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
^resist_magic{S} SET_RESIST(op, ATNR_MAGIC, IVAL);
^resist_fire{S} SET_RESIST(op, ATNR_FIRE, IVAL);
^resist_electricity{S} SET_RESIST(op, ATNR_ELECTRICITY, IVAL);
^resist_cold{S} SET_RESIST(op, ATNR_COLD, IVAL);
^resist_confusion{S} SET_RESIST(op, ATNR_CONFUSION, IVAL);
^resist_acid{S} SET_RESIST(op, ATNR_ACID, IVAL);
^resist_drain{S} SET_RESIST(op, ATNR_DRAIN, IVAL);
^resist_weaponmagic{S} SET_RESIST(op, ATNR_WEAPONMAGIC, IVAL);
^resist_ghosthit{S} SET_RESIST(op, ATNR_GHOSTHIT, IVAL);
^resist_poison{S} SET_RESIST(op, ATNR_POISON, IVAL);
^resist_slow{S} SET_RESIST(op, ATNR_SLOW, IVAL);
^resist_paralyze{S} SET_RESIST(op, ATNR_PARALYZE, IVAL);
^resist_turn_undead{S} SET_RESIST(op, ATNR_TURN_UNDEAD, IVAL);
^resist_fear{S} SET_RESIST(op, ATNR_FEAR, IVAL);
^resist_cancellation{S} SET_RESIST(op, ATNR_CANCELLATION, IVAL);
^resist_deplete{S} SET_RESIST(op, ATNR_DEPLETE, IVAL);
^resist_death{S} SET_RESIST(op, ATNR_DEATH, IVAL);
^resist_chaos{S} SET_RESIST(op, ATNR_CHAOS, IVAL);
^resist_counterspell{S} SET_RESIST(op, ATNR_COUNTERSPELL, IVAL);
^resist_godpower{S} SET_RESIST(op, ATNR_GODPOWER, IVAL);
^resist_holyword{S} SET_RESIST(op, ATNR_HOLYWORD, IVAL);
^resist_blind{S} SET_RESIST(op, ATNR_BLIND, IVAL);
^resist_internal{S} SET_RESIST(op, ATNR_INTERNAL, IVAL);
^resist_life_stealing{S} SET_RESIST(op, ATNR_LIFE_STEALING, IVAL);
^resist_disease{S} SET_RESIST(op, ATNR_DISEASE, IVAL);
/* Old style resistances */
^immune{S} set_protection(op, IVAL, RESIST_IMMUNE);
^protected{S} set_protection(op, IVAL, RESIST_PROT);
^vulnerable{S} set_protection(op, IVAL, RESIST_VULN);
/* old values - keep them around for now, but they should be removed at some point */
^has_ready_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
^has_ready_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
^has_ready_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
^can_use_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
^attack_movement{S} op->attack_movement = IVAL;
^move_state{S} op->move_status = IVAL;
^confused{S} SET_OR_CLEAR_FLAG(op, FLAG_CONFUSED, IVAL);
^stealth{S} SET_OR_CLEAR_FLAG(op, FLAG_STEALTH, IVAL);
^connected{S} add_button_link(op, op->map, IVAL);
^cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_CURSED, IVAL);
^damned{S} SET_OR_CLEAR_FLAG(op, FLAG_DAMNED, IVAL);
^see_anywhere{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_ANYWHERE, IVAL);
^known_magical{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL, IVAL);
^known_cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_CURSED, IVAL);
^can_use_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_USE_SKILL, IVAL);
^been_applied{S} SET_OR_CLEAR_FLAG(op, FLAG_BEEN_APPLIED, IVAL);
^has_ready_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SCROLL, IVAL);
^can_use_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ROD, IVAL);
^can_use_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_HORN, IVAL);
^expmul{S} op->expmul = FVAL;
^unique{S} SET_OR_CLEAR_FLAG(op, FLAG_UNIQUE, IVAL);
^make_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_MAKE_INVIS, IVAL);
^inv_locked{S} SET_OR_CLEAR_FLAG(op, FLAG_INV_LOCKED, IVAL);
^is_wooded{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WOODED, IVAL);
^is_hilly{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_HILLY, IVAL);
^is_water{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WATER, IVAL);
^has_ready_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SKILL, IVAL);
^has_ready_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_WEAPON, IVAL);
^no_skill_ident{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT, IVAL);
^glow_radius{S} op->glow_radius = IVAL;
^is_blind{S} SET_OR_CLEAR_FLAG(op, FLAG_BLIND, IVAL);
^can_see_in_dark{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_IN_DARK, IVAL);
^is_cauldron{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_CAULDRON, IVAL);
^randomitems{S} op->randomitems = find_treasurelist(yval());
^no_steal{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STEAL, IVAL);
^one_hit{S} SET_OR_CLEAR_FLAG(op, FLAG_ONE_HIT, IVAL);
^berserk{S} SET_OR_CLEAR_FLAG(op, FLAG_BERSERK, IVAL);
^can_knockback{S} { /* Some archetypes have these values in them */ }
^can_parry{S} { /* Probably the pupland archetypes - I imagined */ }
^can_impale{S} { /* That these are for the new combat code */ }
^can_cut{S} { /* just ignore for now */ }
^can_dam_armour{S} { }
^weapontype{S} op->weapontype = IVAL;
^tooltype{S} op->tooltype = IVAL;
^casting_time{S} op->casting_time = FVAL;
^elevation{S} op->elevation = IVAL;
^smoothlevel{S} op->smoothlevel = IVAL;
^map_layer{S} {
if (IVAL) op->map_layer = IVAL;
else {
int i;
char *cp = yval();
for (i=0; i < MAP_LAYERS; i++) {
if (!strcasecmp(cp, map_layer_name[i])) {
op->map_layer = i;
break;
}
}
if (i == MAP_LAYERS) {
LOG(llevError,"Invalid map_layer name found: %s\n", cp);
}
}
}
^client_type{S} op->client_type = IVAL;
^body_{A} set_body_info(op, yytext);
^duration{S} op->duration = IVAL;
^range{S} op->range = IVAL;
^range_modifier{S} op->range_modifier = IVAL;
^dam_modifier{S} op->dam_modifier = IVAL;
^duration_modifier{S} op->duration_modifier = IVAL;
^is_buildable{S} SET_OR_CLEAR_FLAG( op, FLAG_IS_BUILDABLE, IVAL );
<*>(^{WS}$)|\n {/* ignore empty lines, newlines we don't do above */}
#.*\n {}
<<EOF>> {/* If we got an error, return the error. Otherwise, return that we got EOF */
if (lex_error!=0) return lex_error; else return LL_EOF;}
.* { add_key_value(op); }
%%
int yyerror(char *s)
{
LOG(llevError, "%s: %s\n", s, yytext);
return -1;
}
/* Our save file syntax is very simple, so we can use a very simple
* processing mechanism here instead using something like bison
* This skips over the space and returns the value, or "" if no value
* is found. Modified 4/26/2000 to also strip spaces at end of
* line
*/
static char *yval()
{
static char *em="";
char *cp,*end;
/* First skip over start of line, like animation or name */
for (cp=yytext; *cp!=' '; cp++) {
if (*cp=='\0') {
return em;
}
}
/* Skip over whitespace */
for (; *cp==' '; cp++) {
if (*cp=='\0') {
return em;
}
}
/* Got last character before null and strip
* off tailing whitespace
*/
for (end=cp+strlen(cp)-1; *end==' '; end--) {
if (end==cp) return em;
*end='\0';
}
return cp;
}
/*
* Loads an object from the given file-pointer.
* Variables will be read and parsed and patched into the object
* until the string "end" is reached, or the end of the file.
*
* bufstat is used to determine various file attributes:
* LO_REPATE (0): We are reading from the same buffer as the last call.
* LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions
* will also be reading from this (treasure file, artifacts.)
* LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
* be reset.
* LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
*
*/
int load_object(FILE *fp, object *op, int bufstate, int map_flags) {
int retval;
char inbuf[MAX_BUF];
#define MAXDEPTH 10
object* items[MAXDEPTH];
int depth = 0;
items[0] = op,
strcpy(msgbuf, "");
msglen=0;
total_msglen=0;
strcpy(lorebuf, "");
if (bufstate==LO_NEWFILE || bufstate==LO_NOREAD) {
/* LOG(llevDebug,"Switching lex buffers\n");*/
yy_delete_buffer(YY_CURRENT_BUFFER);
yy_switch_to_buffer(yy_create_buffer(fp, YY_BUF_SIZE));
if (bufstate==LO_NOREAD) return LL_NORMAL;
}
if (bufstate==LO_LINEMODE) {
YY_BUFFER_STATE yybufstate;
yy_delete_buffer(YY_CURRENT_BUFFER);
while (fgets(inbuf, MAX_BUF-3, fp)) {
yybufstate=yy_scan_string(inbuf);
retval=lex_load(&depth, items, MAXDEPTH, map_flags, 1);
yy_delete_buffer(yybufstate);
if (retval==LL_NORMAL) {
if (depth == 0) return retval;
else depth--;
}
}
LOG(llevDebug,"Got eof while scanning strings\n");
return LL_EOF;
}
retval=lex_load(&depth, items, MAXDEPTH, map_flags, 0);
/* LOG(llevDebug," load completed, object=%s\n",op->name);*/
return retval;
}
/* This takes a buffer, scans it for variables, and sets those variables
* as appropriate in op.
*
* This function appears to be used in only 2 places - in crossedit to
* override values and in c_wiz to mutate values.
*/
int set_variable(object *op,char *buf) {
YY_BUFFER_STATE yybufstate,yycurbuf=YY_CURRENT_BUFFER;
int retval, depth;
object* items[MAXDEPTH];
strcpy(msgbuf, "");
msglen=0;
total_msglen=0;
strcpy(lorebuf, "");
items[0] = op;
depth = 0;
yy_push_state(INITIAL);
yybufstate=yy_scan_string(buf);
retval=lex_load(&depth, items, MAXDEPTH,0, 0);
yy_switch_to_buffer(yycurbuf);
yy_delete_buffer(yybufstate);
yy_pop_state();
return retval;
}
/* Start of C code */
/* This array equates the FLAG_ values with the V_ values. Use -1 to
* put gaps in the array that should not be processed.
* The order matches the order of the define values in 'define.h'.
*/
/* This is a list of pointers that correspond to the FLAG_.. values.
* This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
* the 15'th element of this array should match that name.
* If an entry is NULL, that is a flag not to loaded/saved.
*/
static const char *const flag_names[NUM_FLAGS+1] = {
"alive", "wiz", NULL, NULL, "was_wiz", "applied", "unpaid",
"can_use_shield", "no_pick", "client_anim_sync", "client_anim_random", /* 10 */
"is_animated", NULL /* slow_move */,
NULL /* flying */, "monster", "friendly", "generator",
"is_thrown", "auto_apply", "treasure", "player sold", /* 20 */
"see_invisible", "can_roll", "overlay_floor",
"is_turnable", NULL /* walk_off */, NULL /* fly_on */,
NULL /*fly_off*/, "is_used_up", "identified", "reflecting", /* 30 */
"changing", "splitting", "hitback", "startequip",
"blocksview", "undead", "scared", "unaggressive",
"reflect_missile", "reflect_spell", /* 40 */
"no_magic", "no_fix_player", "is_lightable", "tear_down",
"run_away", NULL /*pass_thru */, NULL /*can_pass_thru*/,
"pick_up", "unique", "no_drop", /* 50 */
NULL /* wizcast*/, "can_cast_spell", "can_use_scroll", "can_use_range",
"can_use_bow", "can_use_armour", "can_use_weapon",
"can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */
"xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep",
"stand_still", "random_move", "only_attack", "confused", /* 70 */
"stealth", NULL, NULL, "cursed", "damned",
"see_anywhere", "known_magical", "known_cursed",
"can_use_skill", "been_applied", /* 80 */
"has_ready_scroll", "can_use_rod", NULL,
"can_use_horn", "make_invisible", "inv_locked", "is_wooded",
"is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */
"no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron",
"is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */
"no_attack", "no_damage", NULL, NULL, "activate_on_push",
"activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */
NULL
};
/*
* Initialises the array of variable-names. Needed before any
* objects can be loaded. Called by init_library().
*/
void init_vars() {
}
/* This returns a string of the integer movement type */
static void get_string_move_type(StringBuffer *sb, MoveType mt)
{
static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
int i, all_count=0, count;
strcpy(retbuf,"");
strcpy(retbuf_all," all");
/* Quick check, and probably fairly common */
if (mt == MOVE_ALL) {
stringbuffer_append_string(sb, retbuf_all+1);
return;
}
if (mt == 0) {
stringbuffer_append_string(sb, "0");
return;
}
/* We basically slide the bits down. Why look at MOVE_ALL?
* because we may want to return a string like 'all -swim',
* and if we just looked at mt, we couldn't get that.
*/
for (i=MOVE_ALL, count=0; i!=0; i >>= 1, count++) {
if (mt & (1<<count)) {
strcat(retbuf, " ");
strcat(retbuf, move_name[count]);
} else {
strcat(retbuf_all, " -");
strcat(retbuf_all, move_name[count]);
all_count++;
}
}
/* Basically, if there is a single negation, return it, eg
* 'all -swim'. But more than that, just return the
* enumerated values. It doesn't make sense to return
* 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
*/
if (all_count <=1) stringbuffer_append_string(sb, retbuf_all+1);
else stringbuffer_append_string(sb, retbuf+1);
}
/*
* Returns a pointer to a static string which contains all variables
* which are different in the two given objects. op is the what object
* the different values will be taken from. This function is
* typically used to dump objects (op2=empty object), or to save objects
* (op2 is the objects original archetype)
*/
#define ADD_STRINGLINE_ENTRY(sb__,entryname__,entryvalue__) do {\
stringbuffer_append_string(sb__, entryname__);\
stringbuffer_append_string(sb__, entryvalue__);\
stringbuffer_append_string(sb__, "\n");\
} while(0)
#define FAST_SAVE_LONG(sb__, entryname__, entryvalue__) \
ADD_STRINGLINE_ENTRY(sb__, entryname__, ltostr10(entryvalue__))
#define FAST_SAVE_DOUBLE(sb__, entryname__, entryvalue__) \
ADD_STRINGLINE_ENTRY(sb__, entryname__, doubletostr10(entryvalue__))
void get_ob_diff(StringBuffer *sb, object *op, object *op2) {
static char buf2[64];
int tmp;
int i;
key_value * my_field;
key_value * arch_field;
/* This saves the key/value lists. We do it first so that any
* keys that match field names will be overwritten by the loader.
*/
for (my_field = op->key_values; my_field != NULL; my_field = my_field->next) {
/* Find the field in the opposing member. */
arch_field = get_ob_key_link(op2, my_field->key);
/* If there's no partnering field, or it's got a different value, save our field. */
if (arch_field == NULL || my_field->value != arch_field->value) {
stringbuffer_append_string(sb, my_field->key);
stringbuffer_append_string(sb, " ");
/* If this is null, then saving it as a space should
* cause it to be null again.
*/
if (my_field->value)
stringbuffer_append_string(sb, my_field->value);
stringbuffer_append_string(sb, "\n");
}
}
/* We don't need to worry about the arch's extra fields - they
* will get taken care of the copy_object function.
*/
if(op->name && op->name!=op2->name) {
ADD_STRINGLINE_ENTRY(sb, "name ", op->name);
}
if(op->name_pl && op->name_pl!=op2->name_pl) {
ADD_STRINGLINE_ENTRY(sb, "name_pl ", op->name_pl);
}
if(op->custom_name && op->custom_name!=op2->custom_name) {
ADD_STRINGLINE_ENTRY(sb, "custom_name ", op->custom_name);
}
if(op->title && op->title!=op2->title) {
ADD_STRINGLINE_ENTRY(sb, "title ", op->title);
}
if(op->race && op->race!=op2->race) {
ADD_STRINGLINE_ENTRY(sb, "race ", op->race);
}
if(op->slaying && op->slaying!=op2->slaying) {
ADD_STRINGLINE_ENTRY(sb, "slaying ", op->slaying);
}
if(op->skill && op->skill!=op2->skill) {
ADD_STRINGLINE_ENTRY(sb, "skill ", op->skill);
}
if(op->msg && op->msg!=op2->msg) {
stringbuffer_append_string(sb, "msg\n");
stringbuffer_append_string(sb, op->msg);
stringbuffer_append_string(sb, "endmsg\n");
}
if(op->lore && op->lore!=op2->lore) {
stringbuffer_append_string(sb, "lore\n");
stringbuffer_append_string(sb, op->lore);
stringbuffer_append_string(sb, "endlore\n");
}
if(op->other_arch!=op2->other_arch&&op->other_arch!=NULL &&
op->other_arch->name) {
ADD_STRINGLINE_ENTRY(sb, "other_arch ", op->other_arch->name);
}
if(op->face!=op2->face) {
ADD_STRINGLINE_ENTRY(sb, "face ", op->face->name);
}
if (op->animation_id != op2->animation_id) {
if (op->animation_id) {
ADD_STRINGLINE_ENTRY(sb, "animation ", animations[GET_ANIM_ID(op)].name);
if ( ! QUERY_FLAG (op, FLAG_ANIMATE)) {
stringbuffer_append_string(sb, "is_animated 0\n");
}
} else {
stringbuffer_append_string(sb, "animation NONE\n");
}
}
if(op->stats.Str!=op2->stats.Str)
FAST_SAVE_LONG(sb, "Str ", op->stats.Str);
if(op->stats.Dex!=op2->stats.Dex)
FAST_SAVE_LONG(sb, "Dex ", op->stats.Dex);
if(op->stats.Con!=op2->stats.Con)
FAST_SAVE_LONG(sb, "Con ", op->stats.Con);
if(op->stats.Wis!=op2->stats.Wis)
FAST_SAVE_LONG(sb, "Wis ", op->stats.Wis);
if(op->stats.Pow!=op2->stats.Pow)
FAST_SAVE_LONG(sb, "Pow ", op->stats.Pow);
if(op->stats.Cha!=op2->stats.Cha)
FAST_SAVE_LONG(sb, "Cha ", op->stats.Cha);
if(op->stats.Int!=op2->stats.Int)
FAST_SAVE_LONG(sb, "Int ", op->stats.Int);
if(op->stats.hp!=op2->stats.hp)
FAST_SAVE_LONG(sb, "hp ", op->stats.hp);
if(op->stats.maxhp!=op2->stats.maxhp)
FAST_SAVE_LONG(sb, "maxhp ", op->stats.maxhp);
if(op->stats.sp!=op2->stats.sp)
FAST_SAVE_LONG(sb, "sp ", op->stats.sp);
if(op->stats.maxsp!=op2->stats.maxsp)
FAST_SAVE_LONG(sb, "maxsp ", op->stats.maxsp);
if(op->stats.grace!=op2->stats.grace)
FAST_SAVE_LONG(sb, "grace ", op->stats.grace);
if(op->stats.maxgrace!=op2->stats.maxgrace)
FAST_SAVE_LONG(sb, "maxgrace ", op->stats.maxgrace);
if(op->stats.exp!=op2->stats.exp) {
snprintf(buf2, sizeof(buf2), "%"FMT64, op->stats.exp);
ADD_STRINGLINE_ENTRY(sb, "exp ", buf2);
}
if(op->perm_exp!=op2->perm_exp) {
snprintf(buf2, sizeof(buf2), "%"FMT64, op->perm_exp);
ADD_STRINGLINE_ENTRY(sb, "perm_exp ", buf2);
}
if(op->expmul!=op2->expmul)
FAST_SAVE_DOUBLE(sb, "expmul ", op->expmul);
if(op->stats.food!=op2->stats.food)
FAST_SAVE_LONG(sb, "food ", op->stats.food);
if(op->stats.dam!=op2->stats.dam)
FAST_SAVE_LONG(sb, "dam ", op->stats.dam);
if(op->stats.luck!=op2->stats.luck)
FAST_SAVE_LONG(sb, "luck ", op->stats.luck);
if(op->stats.wc!=op2->stats.wc)
FAST_SAVE_LONG(sb, "wc ", op->stats.wc);
if(op->stats.ac!=op2->stats.ac)
FAST_SAVE_LONG(sb, "ac ", op->stats.ac);
if(op->x!=op2->x)
FAST_SAVE_LONG(sb, "x ", op->x);
if(op->y!=op2->y)
FAST_SAVE_LONG(sb, "y ", op->y);
if(op->speed!=op2->speed) {
FAST_SAVE_DOUBLE(sb, "speed ", op->speed);
}
if(op->speed > 0 && op->speed_left!=op2->speed_left) {
FAST_SAVE_DOUBLE(sb, "speed_left ", op->speed_left);
}
if(op->move_status != op2->move_status)
FAST_SAVE_LONG(sb, "move_state ", op->move_status);
if(op->attack_movement != op2->attack_movement)
FAST_SAVE_LONG(sb, "attack_movement ", op->attack_movement);
if(op->nrof!=op2->nrof)
FAST_SAVE_LONG(sb, "nrof ", op->nrof);
if(op->level!=op2->level)
FAST_SAVE_LONG(sb, "level ", op->level);
if(op->direction!=op2->direction)
FAST_SAVE_LONG(sb, "direction ", op->direction);
if(op->type!=op2->type)
FAST_SAVE_LONG(sb, "type ", op->type);
if(op->subtype!=op2->subtype)
FAST_SAVE_LONG(sb, "subtype ", op->subtype);
if(op->attacktype!=op2->attacktype)
FAST_SAVE_LONG(sb, "attacktype ", op->attacktype);
for (tmp=0; tmp < NROFATTACKS; tmp++) {
if (op->resist[tmp] != op2->resist[tmp]) {
stringbuffer_append_string(sb, "resist_");
FAST_SAVE_LONG(sb, resist_save[tmp], op->resist[tmp]);
}
}
if(op->path_attuned!=op2->path_attuned)
FAST_SAVE_LONG(sb, "path_attuned ", op->path_attuned);
if(op->path_repelled!=op2->path_repelled)
FAST_SAVE_LONG(sb, "path_repelled ", op->path_repelled);
if(op->path_denied!=op2->path_denied)
FAST_SAVE_LONG(sb, "path_denied ", op->path_denied);
if(op->material!=op2->material)
FAST_SAVE_LONG(sb, "material ", op->material);
if(op->materialname && op->materialname!=op2->materialname) {
ADD_STRINGLINE_ENTRY(sb, "materialname ", op->materialname);
}
if(op->value!=op2->value)
FAST_SAVE_LONG(sb, "value ", op->value);
if(op->carrying!=op2->carrying)
FAST_SAVE_LONG(sb, "carrying ", op->carrying);
if(op->weight!=op2->weight)
FAST_SAVE_LONG(sb, "weight ", op->weight);
if(op->invisible!=op2->invisible)
FAST_SAVE_LONG(sb, "invisible ", op->invisible);
if(op->state!=op2->state)
FAST_SAVE_LONG(sb, "state ", op->state);
if(op->magic!=op2->magic)
FAST_SAVE_LONG(sb, "magic ", op->magic);
if(op->last_heal!=op2->last_heal)
FAST_SAVE_LONG(sb, "last_heal ", op->last_heal);
if(op->last_sp!=op2->last_sp)
FAST_SAVE_LONG(sb, "last_sp ", op->last_sp);
if(op->last_grace!=op2->last_grace)
FAST_SAVE_LONG(sb, "last_grace ", op->last_grace);
if(op->last_eat!=op2->last_eat)
FAST_SAVE_LONG(sb, "last_eat ", op->last_eat);
if(QUERY_FLAG(op,FLAG_IS_LINKED) && (tmp = get_button_value(op)))
FAST_SAVE_LONG(sb, "connected ", tmp);
if(op->glow_radius!=op2->glow_radius)
FAST_SAVE_LONG(sb, "glow_radius ", op->glow_radius);
if (op->randomitems!=op2->randomitems) {
ADD_STRINGLINE_ENTRY(sb, "randomitems ", op->randomitems ? op->randomitems->name : "none");
}
#ifdef NPC_PROG
if(op->npc_status!=op2->npc_status)
FAST_SAVE_LONG(sb, "npc_status ",op->npc_status,11);
if(op->npc_program!=op2->npc_program)
FAST_SAVE_LONG(sb, "npc_program ",op->npc_program,12);
#endif
if(op->run_away!=op2->run_away)
FAST_SAVE_LONG(sb, "run_away ", op->run_away);
if(op->pick_up!=op2->pick_up)
FAST_SAVE_LONG(sb, "pick_up ", op->pick_up);
if(op->weight_limit!=op2->weight_limit)
FAST_SAVE_LONG(sb, "container ", op->weight_limit);
if (op->will_apply!=op2->will_apply)
FAST_SAVE_LONG(sb, "will_apply ", op->will_apply);
if(op->smoothlevel!=op2->smoothlevel)
FAST_SAVE_LONG(sb, "smoothlevel ", op->smoothlevel);
if(op->map_layer!=op2->map_layer)
ADD_STRINGLINE_ENTRY(sb, "map_layer ", map_layer_name[op->map_layer]);
if(op->weapontype && op->weapontype!=op2->weapontype) {
FAST_SAVE_LONG(sb, "weapontype ", op->weapontype);
}
if(op->tooltype && op->tooltype!=op2->tooltype) {
FAST_SAVE_LONG(sb, "tooltype ", op->tooltype);
}
if (op->elevation && op->elevation != op2->elevation) {
FAST_SAVE_LONG(sb, "elevation ", op->elevation);
}
if (op->client_type && op->client_type != op2->client_type) {
FAST_SAVE_LONG(sb, "client_type ", op->client_type);
}
if (op->item_power != op2->item_power) {
FAST_SAVE_LONG(sb, "item_power ", op->item_power);
}
if (op->duration != op2->duration)
FAST_SAVE_LONG(sb, "duration ", op->duration);
if (op->range != op2->range)
FAST_SAVE_LONG(sb, "range ", op->range);
if (op->range_modifier != op2->range_modifier)
FAST_SAVE_LONG(sb, "range_modifier ", op->range_modifier);
if (op->duration_modifier != op2->duration_modifier)
FAST_SAVE_LONG(sb, "duration_modifier ", op->duration_modifier);
if (op->dam_modifier != op2->dam_modifier)
FAST_SAVE_LONG(sb, "dam_modifier ", op->dam_modifier);
if (op->gen_sp_armour != op2->gen_sp_armour) {
FAST_SAVE_LONG(sb, "gen_sp_armour ", op->gen_sp_armour);
}
/* I've kept the old int move type saving code commented out.
* In an ideal world, we'd know if we want to do a quick
* save (say to a temp map, where we don't care about strings),
* or a slower save/dm dump, where printing out strings is handy.
*/
if (op->move_type != op2->move_type) {
/*FAST_SAVE_LONG(sb, "move_type ", op->move_type)*/
stringbuffer_append_string(sb, "move_type ");
get_string_move_type(sb, op->move_type);
stringbuffer_append_string(sb, "\n");
}
if (op->move_block != op2->move_block) {
/*FAST_SAVE_LONG(sb, "move_block ", op->move_block)*/
stringbuffer_append_string(sb, "move_block ");
get_string_move_type(sb, op->move_block);
stringbuffer_append_string(sb, "\n");
}
if (op->move_allow != op2->move_allow) {
/*FAST_SAVE_LONG(sb, "move_allow ", op->move_allow);*/
stringbuffer_append_string(sb, "move_allow ");
get_string_move_type(sb, op->move_allow);
stringbuffer_append_string(sb, "\n");
}
if (op->move_on != op2->move_on) {
/*FAST_SAVE_LONG(sb, "move_on ", op->move_on);*/
stringbuffer_append_string(sb, "move_on ");
get_string_move_type(sb, op->move_on);
stringbuffer_append_string(sb, "\n");
}
if (op->move_off != op2->move_off) {
/*FAST_SAVE_LONG(sb, "move_off ", op->move_off);*/
stringbuffer_append_string(sb, "move_off ");
get_string_move_type(sb, op->move_off);
stringbuffer_append_string(sb, "\n");
}
if (op->move_slow != op2->move_slow) {
/*FAST_SAVE_LONG(sb, "move_slow ", op->move_slow);*/
stringbuffer_append_string(sb, "move_slow ");
get_string_move_type(sb, op->move_slow);
stringbuffer_append_string(sb, "\n");
}
if (op->move_slow_penalty != op2->move_slow_penalty) {
FAST_SAVE_LONG(sb, "move_slow_penalty ", op->move_slow_penalty);
}
if (!COMPARE_FLAGS(op,op2)) {
for (tmp=0; tmp <= NUM_FLAGS; tmp++) {
if (flag_names[tmp] && (QUERY_FLAG(op, tmp) != QUERY_FLAG(op2, tmp))) {
ADD_STRINGLINE_ENTRY(sb, flag_names[tmp], QUERY_FLAG(op, tmp) ? " 1" : " 0");
}
}
}
/* Save body locations */
for (i=0; i<NUM_BODY_LOCATIONS; i++) {
if (op->body_info[i] != op2->body_info[i]) {
stringbuffer_append_string(sb, body_locations[i].save_name);
FAST_SAVE_LONG(sb, " ", op->body_info[i]);
}
}
}
/*
* Dumps all variables in an object to a file.
* If bit 0 of flag is set, unpaid objects will be saved. As of now,
* the only place this is not set is when saving the player.
* If bit 1 of flag is set, don't remove the object after save. As of now,
* all of the callers are setting this.
*
* @param fp
* file to write to.
* @param op
* object to save.
* @param flag
* combination of @ref SAVE_FLAG_xxx "SAVE_FLAG_xxx" flags.
* @return
* one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" values.
*/
int save_object(FILE *fp,object *op, int flag) {
archetype *at;
char *cp;
object *tmp;
int res;
StringBuffer *sb;
/* Even if the object does have an owner, it would seem that we should
* still save it.
*/
if(op->owner!=NULL || fp == NULL)
return SAVE_ERROR_OK;
/* If it is unpaid and we don't want to save those, just return. */
if(!(flag & SAVE_FLAG_SAVE_UNPAID) && (QUERY_FLAG(op, FLAG_UNPAID))) {
return SAVE_ERROR_OK;
}
/* If the object has no_save set, just return */
if(op->no_save)
return SAVE_ERROR_OK;
if((at=op->arch)==NULL)
at=empty_archetype;
if (fprintf(fp,"arch %s\n",at->name) < 0)
return SAVE_ERROR_WRITE;
sb = stringbuffer_new();
if (op->arch->reference_count > 0) {
/* The object is a custom item/monster, so we handle its save differently.
* We compare the custom archetype to the "original" one, then only save hp/gr/sp
* which are the only values we can't recompute later - all others are modified by items in inventory.
* Note that hp/gr/sp will appear twice in save, but last value will take precedence.
*/
archetype* original = find_archetype(op->arch->name);
if (!original) {
LOG(llevError, "could not find original archetype %s for custom monster!", op->arch->name);
abort();
}
get_ob_diff(sb, &op->arch->clone, &original->clone);
if(op->stats.hp != op->arch->clone.stats.hp)
FAST_SAVE_LONG(sb, "hp ", op->stats.hp);
if(op->stats.sp != op->arch->clone.stats.sp)
FAST_SAVE_LONG(sb, "sp ", op->stats.sp);
if(op->stats.grace != op->arch->clone.stats.grace)
FAST_SAVE_LONG(sb, "grace ", op->stats.grace);
if(op->x != op->arch->clone.x)
FAST_SAVE_LONG(sb, "x ", op->x);
if(op->y != op->arch->clone.y)
FAST_SAVE_LONG(sb, "y ", op->y);
}
else
get_ob_diff(sb, op, &at->clone);
cp = stringbuffer_finish(sb);
if (fputs(cp, fp) == EOF) {
free(cp);
return SAVE_ERROR_WRITE;
}
free(cp);
/* Eneq(@csd.uu.se): Added this to allow containers being saved with contents*/
for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
if ((res = save_object(fp,tmp,flag)) != 0)
return res;
if (fprintf(fp,"end\n") < 0)
return SAVE_ERROR_WRITE;
return SAVE_ERROR_OK;
}
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