File: loader.l

package info (click to toggle)
crossfire 1.11.0-2
  • links: PTS
  • area: main
  • in suites: lenny
  • size: 24,456 kB
  • ctags: 7,800
  • sloc: ansic: 80,483; sh: 11,825; perl: 2,327; lex: 1,946; makefile: 1,149
file content (1768 lines) | stat: -rw-r--r-- 63,688 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
%{
/*
 * 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;
}