%{ /* * static char *rcsid_object_c = * "$Id: loader.l 11578 2009-02-23 22:02:27Z lalo $"; */ /* 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 #include #include #include #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]; /** 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. * * @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; /** * Insert discrete damage. */ static void set_damage(object* op, int type, int val) { if (!op->discrete_damage) { op->discrete_damage = calloc(1, sizeof(sint16) * NROFATTACKS); } op->discrete_damage[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; /** * 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; ibody_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; /* 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)) { 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); } } /* 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); } 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); } /* 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 && !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. * * @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. */ 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); } /** * Handles the different move types an object can have. * * @param mt * field for which we are computing the value. * @param params * string containing the definition of the move type. */ 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<^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): %lu\n>%.80s<\n", HUGE_BUF/2, HUGE_BUF, total_msglen,op->msg); } .* { 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'; } ^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, strlen(op->lore),op->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); } ^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 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); ^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()); ^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); ^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); ^can_use_earring{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_EARRING, 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); ^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; ^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 ); ^sound_chance{S} op->sound_chance = IVAL; /* Discrete damage */ ^damage_physical{S} set_damage(op, ATNR_PHYSICAL, IVAL); ^damage_magic{S} set_damage(op, ATNR_MAGIC, IVAL); ^damage_fire{S} set_damage(op, ATNR_FIRE, IVAL); ^damage_electricity{S} set_damage(op, ATNR_ELECTRICITY, IVAL); ^damage_cold{S} set_damage(op, ATNR_COLD, IVAL); ^damage_confusion{S} set_damage(op, ATNR_CONFUSION, IVAL); ^damage_acid{S} set_damage(op, ATNR_ACID, IVAL); ^damage_drain{S} set_damage(op, ATNR_DRAIN, IVAL); ^damage_weaponmagic{S} set_damage(op, ATNR_WEAPONMAGIC, IVAL); ^damage_ghosthit{S} set_damage(op, ATNR_GHOSTHIT, IVAL); ^damage_poison{S} set_damage(op, ATNR_POISON, IVAL); ^damage_slow{S} set_damage(op, ATNR_SLOW, IVAL); ^damage_paralyze{S} set_damage(op, ATNR_PARALYZE, IVAL); ^damage_turn_undead{S} set_damage(op, ATNR_TURN_UNDEAD, IVAL); ^damage_fear{S} set_damage(op, ATNR_FEAR, IVAL); ^damage_cancellation{S} set_damage(op, ATNR_CANCELLATION, IVAL); ^damage_deplete{S} set_damage(op, ATNR_DEPLETE, IVAL); ^damage_death{S} set_damage(op, ATNR_DEATH, IVAL); ^damage_chaos{S} set_damage(op, ATNR_CHAOS, IVAL); ^damage_counterspell{S} set_damage(op, ATNR_COUNTERSPELL, IVAL); ^damage_godpower{S} set_damage(op, ATNR_GODPOWER, IVAL); ^damage_holyword{S} set_damage(op, ATNR_HOLYWORD, IVAL); ^damage_blind{S} set_damage(op, ATNR_BLIND, IVAL); ^damage_internal{S} set_damage(op, ATNR_INTERNAL, IVAL); ^damage_life_stealing{S} set_damage(op, ATNR_LIFE_STEALING, IVAL); ^damage_disease{S} set_damage(op, ATNR_DISEASE, IVAL); <*>(^{WS}$)|\n {/* ignore empty lines, newlines we don't do above */} #.*\n {} <> {/* 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); } %% /** * Error handler. * * @param s * lex-generated error message. */ static int yyerror(const char *s) { LOG(llevError, "%s: %s\n", s, yytext); return -1; } /** * 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() { 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 * ? * @return * @li LL_NORMAL if object was read. * @li LL_EOF if an error occured. * @li LL_MORE if this is a multipart object. * * @todo * document map_flags */ 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. * * @param op * object to alter. * @param buf * modifications to apply. * @return * ? * @todo * document return value. */ 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 /* FLAG_DIALOG_PARSED, not saved */, 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*/, NULL /*"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_movement", "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, "blessed", "known_blessed", "can_use_earring" }; /** * Initialises the array of variable-names. Needed before any * objects can be loaded. Called by init_library(). * @todo * remove as it is empty. */ void init_vars() { } /** * Frees all memory allocated by the loader. */ void free_loader() { yy_delete_buffer(YY_CURRENT_BUFFER); /* Comment out this yylex_destroy(), as it results in link errors * on linux */ /* yylex_destroy();*/ } /** * This returns a string of the integer movement type * * @param sb * buffer that will contain the description. Must not be NULL. * @param mt * move to describe. */ 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, "all"); 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<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->anim_suffix && op->anim_suffix!=op2->anim_suffix) { ADD_STRINGLINE_ENTRY(sb, "anim_suffix ", op->anim_suffix); } 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"); } 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->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_DOUBLE(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; ibody_info[i] != op2->body_info[i]) { stringbuffer_append_string(sb, body_locations[i].save_name); FAST_SAVE_LONG(sb, " ", op->body_info[i]); } } /* Save discrete damage if applicable * Note that given how the discrete_damage allocation is done, there can't be any case where * op->discrete_damage == NULL && op2->discrete_damage != NULL. */ if (op->discrete_damage) { for (i=0; idiscrete_damage == NULL || op2->discrete_damage[i] != op->discrete_damage[i]) { stringbuffer_append_string(sb, "damage_"); FAST_SAVE_LONG(sb, resist_save[i], op->discrete_damage[i]); } } } } /** * Dumps all variables in an object to a file. * * @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!\n", 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; }