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%{
/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
object_sub/add_weight will transcend the environment updating the carrying
variable. */
#include "global.h"
#include <ctype.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];
size_t msglen = 0, total_msglen = 0;
static char lorebuf[HUGE_BUF];
/**
* 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.
*
* @todo
* is this still required? it's used, but can it happen?
*/
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 implenented 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
};
/** Utility macro to transform a bit into a flag. */
#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.
*/
#define SET_RESIST(op, type, val) op->resist[type] = val;
/** Next value as integer. */
#define IVAL atoi(yval())
/** Next value as float. */
#define FVAL atof(yval())
extern int arch_init;
extern int artifact_init;
/**
* Keep track of whether we're currently inside an object...end block. This
* might have been better designed as a separate start condition, but was
* added to give a warning when an object started before the previous ended.
*/
static bool seen_object = false;
/**
* Fills in the body information for one slot.
*
* @param op
* object
* @param params
* the body part, which should be in the ::body_locations structure.
*/
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.
*
* @param op
* object to check.
*/
static void check_loaded_object(object *op) {
if (artifact_init)
/* Artifacts are special beasts, let's not check them. */
return;
if (!is_type_valid(op->type)) {
LOG(llevError, "Invalid type %d for %s\n", op->type, op->arch ? op->arch->name : op->name);
op->type = 0;
}
/* 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)
op->name_pl = add_string(op->name);
/* objects now have a materialname. try to patch it in */
if (!(IS_WEAPON(op) && op->level > 0)) {
set_materialname(op);
}
/* 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);
}
}
/* 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);
object_insert_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);
}
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!)
*/
object_set_flag_inv(op, FLAG_IS_A_TEMPLATE);
}
/* if the item is identified, ensure we got the correct face */
if (QUERY_FLAG(op, FLAG_IDENTIFIED))
object_give_identified_properties(op);
/* 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)
&& op->arch
&& !object_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;
object_copy(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 object_update_speed() to remove it from active list, then
* set its speed back to the original.
*/
temp->clone.speed = 0;
object_update_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 object_set_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.
*
* @param op
* object in which to insert the value.
*/
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. */
object_set_value(op, key, NULL, TRUE);
return;
}
}
if (*cp == '\0') {
object_set_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? */
object_set_value(op, key, NULL, TRUE);
return;
}
/* Now looking for the value. Skip over whitespace. */
for (; isspace(*cp); cp++) {
if (*cp == '\0') {
/* Guess not. */
object_set_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? */
object_set_value(op, key, NULL, TRUE);
return;
}
*end = '\0';
}
object_set_value(op, key, value, TRUE);
}
/**
* Handles the different move types an object can have.
*
* @param mt
* field for which we are computing the value, will be set to the result of parsing.
* @param params
* string containing the definition of the move type to parse.
* @param prefix
* string to be displayed in case the move type is invalid, must not be NULL.
*/
static void set_move(MoveType *mt, char *params, const char *prefix) {
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(%s) - unknown move string '%s'\n", prefix, 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
/* those functions are unused, not sure of compatibility with Flex versions. */
%option nounput
%option noyy_top_state
%option noinput
%%
%{
/* Declare some local variables */
int ismore = 0;
object *op = items[*depth];
lex_error = 0;
%}
^msg{WS}$ { BEGIN(MESSAGE); msgbuf[0] = '\0'; msglen = 0; total_msglen = 0;}
<MESSAGE>^endmsg{WS}$ { BEGIN(INITIAL);
object_set_msg(op, msgbuf);
/* Just print a warning so we can be reasonably safe
* about not overflowing the buffer.
*/
if (total_msglen > (HUGE_BUF / 2))
LOG(llevDebug,
"warning: msg in '%s' on %s is very long (%lu "
"characters)\n",
op->name,
op->map != NULL ? op->map->path : "no map",
(unsigned long)total_msglen);
}
<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): %lu\n>%.80s<\n",
HUGE_BUF/2, HUGE_BUF, (unsigned long)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 (seen_object) {
LOG(llevError, "An object started before the 'end' of object %s.\n", (op->arch && op->arch->name) ? op->arch->name : "(no name)");
}
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);
}
seen_object = true;
}
^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);
}
^anim_suffix{S} {
char *yv = yval();
if (*yv == '\0')
LOG(llevError, "Anim suffix without val\n");
else
FREE_AND_COPY(op->anim_suffix, 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());
^arch{S} {
if (op->arch) {
/*
Here an object must be inserted into another object,
during archetypes, artifact or map loading.
The logic is as follow:
- in linemode, we are loading artifacts, so just
increase depth, next calls will work on object
in inventory, and insertion in previous object done
in the "end" part
- when not in linemode, two cases:
- arch_init is not set, then we are loading a map
- arch_init is set, we are loading archetypes,
discard the object, it'll be handled in a second pass
*/
object *tmp;
char *yv = yval();
tmp = object_new();
tmp->arch = try_find_archetype(yv);
if (tmp->arch != NULL)
object_copy(&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)) {
/* Map loading, object into another object*/
object_insert_in_ob(tmp, op);
} else {
/* Archetypes loading or invalid object in a map */
if (arch_init == 0)
LOG(llevDebug, "Discarding object without arch: %s\n", tmp->name ? tmp->name : "(null)");
object_free_drop_inventory(tmp);
}
}
} else {
/* Here we are loading an object in a map, on a spot, not
* in another object's inventory */
char *yv = yval();
op->arch = try_find_archetype(yv);
if (op->arch != NULL)
object_copy(&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);
}
}
}
^artifact{S} {
const char *yv = yval();
const artifact *art = find_artifact(op, yv);
if (art == NULL) {
LOG(llevError, "can't find artifact %s [%d]\n for loading", yv, op->type);
} else {
give_artifact_abilities(op, art->item);
}
}
^other_arch{S} op->other_arch = try_find_archetype(yval());
^animation{S} {
if (strcmp (yval(), "NONE") == 0) {
op->animation = NULL;
CLEAR_FLAG (op, FLAG_ANIMATE);
} else {
op->animation = 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}$ {
seen_object = false;
check_loaded_object(op);
if (linemode) {
/* Linemode is only set for artifact loading. */
if ((*depth) > 0) {
/* Object we finished is in another object's inventory */
object_insert_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;
op->speed = -op->speed; // Make this always positive
}
object_update_speed(op);
}
}
^speed_left{S} op->speed_left = FVAL;
^weapon_speed_left{S} op->weapon_speed_left = FVAL;
^weapon_speed{S} op->weapon_speed = 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} {
const char *name = yval();
op->face = find_face(yval(), NULL);
if (op->face == NULL)
LOG(llevError, "couldn't find face %s for %s\n", name, op->arch ? op->arch->name : op->name);
}
^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());
^total_exp{S} op->total_exp = atoll(yval());
^perm_exp{S} op->total_exp = (atoll(yval()) * 100 / settings.permanent_exp_ratio);
^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());
if (op->weight == 0) {
SET_FLAG(op, FLAG_NO_PICK);
}
}
^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);
^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 the new values */
%}
^move_block{S} set_move(&op->move_block, yval(), "block");
^move_allow{S} set_move(&op->move_allow, yval(), "allow");
^move_type{S} set_move(&op->move_type, yval(), "type");
^move_on{S} set_move(&op->move_on, yval(), "on");
^move_off{S} set_move(&op->move_off, yval(), "off");
^move_slow{S} set_move(&op->move_slow, yval(), "slow");
^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);
^editor_folder{S} { /* This field is used by Gridarta, so it's not an error. */ }
^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_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);
^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, 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);
/* 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);
^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);
^blessed{S} SET_OR_CLEAR_FLAG(op, FLAG_BLESSED, 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);
^known_blessed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_BLESSED, 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);
^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;
^casting_time{S} op->casting_time = FVAL;
^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);
^sound_chance{S} op->sound_chance = IVAL;
^paralyzed{S} SET_OR_CLEAR_FLAG(op, FLAG_PARALYZED, 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); }
%%
/**
* Returns the next token for lex.
* 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(void)
{
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.
*
* @param fp
* file pointer from which to read.
* @param op
* where to read the data.
* @param bufstate
* used to determine various file attributes:
* @li LO_REPATE (0): We are reading from the same buffer as the last call.
* @li LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions
* will also be reading from this (treasure file, artifacts.)
* @li LO_NEWFILE (2): This is the first read from a particular file, so the buffers should be reset.
* @li LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
* @param map_flags
* combination of @ref MAP_xxx flags, though only MAP_STYLE is used.
* @return
* @li LL_NORMAL if object was read.
* @li LL_EOF if an error occured.
* @li LL_MORE if this is a multipart object.
*/
int load_object(FILE *fp, object *op, int bufstate, int map_flags) {
int retval;
char inbuf[VERY_BIG_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;
} else if (bufstate == LO_LINEMODE) {
YY_BUFFER_STATE yybufstate;
yy_delete_buffer(YY_CURRENT_BUFFER);
while (fgets(inbuf, VERY_BIG_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.
*
* @param op
* object to alter.
* @param buf
* modifications to apply.
* @return
* ?
* @todo
* document return value.
*/
int set_variable(object *op, const 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 */
/**
* Frees all memory allocated by the loader.
*/
void free_loader(void) {
yy_delete_buffer(YY_CURRENT_BUFFER);
/* Comment out this yylex_destroy(), as it results in link errors
* on linux
*/
/* yylex_destroy();*/
}
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