/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 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 /* 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 - you * new spell won't have been used, and thus won't have any legacy object. * NULL entries in this table are valid - to denote objects that should * not be updated for whatever reason. */ const char *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 }; extern int arch_init; // return a suitable strign describign an objetc in enough detail to find it // used only in check_loaded_object: TODO remove static, move it elsewhere and // use it in more log messages. static char *op_debug_info_ (object *op, char *info) { char info2[256 * 3]; char *p = info; p += snprintf (p, 256, "%d=\"%s%s%s\"", op->count, op->name ? (const char *)op->name : "(anon)", op->title ? " " : "", op->title ? (const char *)op->title : ""); if (op->env) p += snprintf (p, 256, "(in %s)", op_debug_info_ (op->env, info2)); if (op->map) p += snprintf (p, 256, "(on %s@%d+%d)", op->map->path, op->x, op->y); return info; } static char *op_debug_info (object *op) { static char info[256 * 3]; return op_debug_info_ (op, info); } /* This function checks the object after it has been loaded (when we * get the 'end' in the input stream). This function can be used to * deal with legacy objects where fields may have changed. It can also be used * to check for objects to make sure there are no common errors. */ static void check_loaded_object(object *op) { int ip; /* 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) op->name_pl = NULL; if (!op->name_pl) op->name_pl = 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_debug_info (op)); } 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_debug_info (op), op->body_info[1], &op->skill); } } /* We changed last_heal to gen_sp_armour, which is what it * really does for many objects. Need to catch any in maps * that may have an old value. */ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || (op->type == SHIELD) || (op->type == RING) || (op->type == BOOTS) || (op->type == GLOVES) || (op->type == AMULET ) || (op->type == GIRDLE) || (op->type == BRACERS ) || (op->type == CLOAK)) { if (op->last_heal) { LOG(llevDebug,"Object %s still has last_heal set, not gen_sp_armour\n", op_debug_info (op)); op->gen_sp_armour = op->last_heal; op->last_heal = 0; } if (editor) ip =0; else ip = calc_item_power(op, 0); /* Legacy objects from before item power was in the game */ if (!op->item_power && ip) { if (ip > 3) { LOG(llevDebug,"Object %s had no item power, using %d\n", op_debug_info (op), ip); } op->item_power = ip; } /* Check for possibly bogus values. Has to meet both these criteria - * something that has item_power 1 is probably just fine if our calculated * value is 1 or 2 - these values are small enough that hard to be precise. * similarly, it item_power is 0, the first check will always pass, * but not the second one. */ if (ip > 2 *op->item_power && ip > (op->item_power + 3)) { LOG(llevDebug,"Object %s seems to have too low item power? %d > %d\n", op_debug_info (op), ip, op->item_power); } } /* Old spellcasting object - need to load in the appropiate object */ if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) { object *tmp; /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' * in that spell was stored in sp. */ tmp = get_archetype(spell_mapping[op->type == FIREWALL?op->stats.dam:op->stats.sp]); insert_ob_in_ob(tmp, op); op->randomitems = NULL; /* So another spell isn't created for this object */ } /* spellbooks & runes use slaying. But not to arch name, but to spell name */ if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) { object *tmp; tmp = get_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_debug_info (op), op->stats.hp, op->stats.maxhp); /* The archs just need to be updated for this */ if (op->move_type ==0) op->move_type = MOVE_WALK; } if ((QUERY_FLAG(op,FLAG_GENERATOR) && QUERY_FLAG(op,FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) { /* Object will duplicate it's content as part of the * generation process. To do this, we must flag inventory * so it remains unevaluated concerning the randomitems and * the living (a demonlord shouldn't cast from inside generator!) */ flag_inv(op,FLAG_IS_A_TEMPLATE); } /* Handle player movers. We use move_type for player movers * because they operate on their own time (move_on * would potentially cause them to be triggered when someone steps * on them). If move_type is set, presume person knows what they * are doing, otherwise, set move_type based on maxhp value. */ if (op->type == PLAYERMOVER) { if (!op->move_type) { if (op->stats.maxhp) { op->move_type = MOVE_ALL; op->stats.maxhp=0; } else { op->move_type = MOVE_WALK; } } } } static void set_move (MoveType &mt, const char *str) { if (!str) { mt = 0; return; } if (isdigit (*str)) { mt = atoi (str); return; } mt = 0; for (str = strtok ((char *)str, " "); str; str = strtok (0, " ")) { if (!strcasecmp (str, "all")) mt |= MOVE_ALL; else { int i, negate = 0; if (*str == '-') { negate = 1; str++; } for (i = 0; move_name [i]; i++) { if (!strcasecmp (move_name [i], str)) { if (negate) mt &= ~(1 << i); else mt |= (1 << i); break; } } if (!move_name [i]) { /* fly is a special case - covers both fly_low and * fly_high - since it doesn't match to a specific * single bit, have to special case it. */ if (!strcasecmp (str, "flying")) { if (negate) mt &= ~MOVE_FLYING; else mt |= MOVE_FLYING; } else LOG (llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str); } } } } #define GET_FLAG(op,flag) \ if (thawer.get_sint32 ()) \ SET_FLAG (op, flag); \ else \ CLEAR_FLAG (op, flag) \ int parse_object (object * op, object_thawer & thawer, int map_flags) { bool ismore = 0; for (;;) { keyword kw = thawer.get_kv (); switch (kw) { case KW_Object: // uppercase alias case KW_object: thawer.get (op->name); if (op->arch != NULL) op->arch->name = op->name; break; case KW_oid: thawer.get (op, thawer.get_sint32 ()); break; case KW_name: thawer.get (op->name); break; case KW_name_pl: thawer.get (op->name_pl); break; case KW_title: thawer.get (op->title); break; case KW_custom_name: thawer.get (op->custom_name); break; case KW_attach: thawer.get_ornull (op->attach); break; case KW_skill: thawer.get_ornull (op->skill); break; case KW_race: thawer.get_ornull (op->race); break; case KW_slaying: thawer.get_ornull (op->slaying); break; case KW_arch: { const char *str = thawer.get_str (); if (op->arch) { /* If op->arch has been set, then this new object * must be part of the inventory. So process * appropriately. */ archetype *arch = find_archetype (str); object *tmp; if (arch != NULL) tmp = arch_to_object (arch); else { tmp = get_object (); /* record the name of the broken object */ tmp->name = str; } parse_object (tmp, thawer, map_flags); if (tmp->arch) { // was: insert_ob_in_ob (tmp, op); // but manually adding it can improve map loading times a lot CLEAR_FLAG (tmp, FLAG_OBJ_ORIGINAL); CLEAR_FLAG (tmp, FLAG_REMOVED); tmp->env = op; if (!op->inv) op->inv = tmp; else { tmp->below = op->inv; tmp->below->above = tmp; op->inv = tmp; } } else { LOG (llevDebug, "Discarding object without arch: %s\n", tmp->name ? (const char *) tmp->name : "(null)"); free_object (tmp); } } else { /* This is the actual archetype definition then */ op->arch = find_archetype (str); if (op->arch != NULL) copy_object (&op->arch->clone, op); else if (!arch_init) /* record the name of the broken object */ op->name = str; } } break; case KW_other_arch: op->other_arch = find_archetype (thawer.get_str ()); break; case KW_animation: { const char *str = thawer.get_str (); if (!str) { op->animation_id = 0; CLEAR_FLAG (op, FLAG_ANIMATE); } else { op->animation_id = find_animation (str); SET_FLAG (op, FLAG_ANIMATE); } } break; case KW_last_heal: thawer.get (op->last_heal); break; case KW_last_sp: thawer.get (op->last_sp); break; case KW_last_grace: thawer.get (op->last_grace); break; case KW_last_eat: thawer.get (op->last_eat); break; case KW_speed_left: thawer.get (op->speed_left); break; case KW_speed: thawer.get (op->speed); //TODO: maybe do in check_object if (!(map_flags & MAP_STYLE)) { if (op->speed < 0) op->speed_left = op->speed_left - RANDOM () % 100 / 100.0; update_ob_speed (op); } break; case KW_slow_move: op->move_slow |= MOVE_WALK; thawer.get (op->move_slow_penalty); break; case KW_face: if (const char *str = thawer.get_str ()) op->face = &new_faces[FindFace (str, 0)]; else op->face = 0; break; case KW_x: thawer.get (op->x); break; case KW_y: thawer.get (op->y); break; case KW_Str: // uppercase alias case KW_str: thawer.get (op->stats.Str); break; case KW_Dex: // uppercase alias case KW_dex: thawer.get (op->stats.Dex); break; case KW_Con: // uppercase alias case KW_con: thawer.get (op->stats.Con); break; case KW_Wis: // uppercase alias case KW_wis: thawer.get (op->stats.Wis); break; case KW_Cha: // uppercase alias case KW_cha: thawer.get (op->stats.Cha); break; case KW_Int: // uppercase alias case KW_int: thawer.get (op->stats.Int); break; case KW_Pow: // uppercase alias case KW_pow: thawer.get (op->stats.Pow); break; case KW_hp: thawer.get (op->stats.hp); break; case KW_maxhp: thawer.get (op->stats.maxhp); break; case KW_sp: thawer.get (op->stats.sp); break; case KW_maxsp: thawer.get (op->stats.maxsp); break; case KW_grace: thawer.get (op->stats.grace); break; case KW_maxgrace: thawer.get (op->stats.maxgrace); break; case KW_exp: thawer.get (op->stats.exp); break; case KW_perm_exp: thawer.get (op->perm_exp); break; case KW_food: thawer.get (op->stats.food); break; case KW_dam: thawer.get (op->stats.dam); break; case KW_wc: thawer.get (op->stats.wc); break; case KW_ac: thawer.get (op->stats.ac); break; case KW_nrof: thawer.get (op->nrof); break; case KW_level: thawer.get (op->level); break; case KW_direction: thawer.get (op->direction); break; case KW_type: thawer.get (op->type); break; case KW_subtype: thawer.get (op->subtype); break; case KW_value: thawer.get (op->value); break; case KW_weight: thawer.get (op->weight); break; case KW_carrying: thawer.get (op->carrying); break; case KW_attacktype: thawer.get (op->attacktype); break; case KW_path_attuned: thawer.get (op->path_attuned); break; case KW_path_repelled: thawer.get (op->path_repelled); break; case KW_path_denied: thawer.get (op->path_denied); break; case KW_invisible: thawer.get (op->invisible); break; case KW_magic: thawer.get (op->magic); break; case KW_state: thawer.get (op->state); break; case KW_move_slow_penalty:thawer.get (op->move_slow_penalty); break; case KW_material: thawer.get (op->material); break; case KW_materialname: thawer.get (op->materialname); break; /* These are the new values */ case KW_move_block: set_move (op->move_block, thawer.get_str ()); break; case KW_move_allow: set_move (op->move_allow, thawer.get_str ()); break; case KW_move_type: set_move (op->move_type, thawer.get_str ()); break; case KW_move_on: set_move (op->move_on, thawer.get_str ()); break; case KW_move_off: set_move (op->move_off, thawer.get_str ()); break; case KW_move_slow: set_move (op->move_slow, thawer.get_str ()); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_no_pass: { if (thawer.get_sint32 ()) op->move_block = MOVE_ALL; else op->move_block = 0; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_on: { if (thawer.get_sint32 ()) op->move_on |= MOVE_WALK; else op->move_on &= ~MOVE_WALK; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_walk_off: { if (thawer.get_sint32 ()) op->move_off |= MOVE_WALK; else op->move_off &= ~MOVE_WALK; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_on: { if (thawer.get_sint32 ()) op->move_on |= MOVE_FLY_LOW; else op->move_on &= ~MOVE_FLY_LOW; } break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_fly_off: { if (thawer.get_sint32 ()) op->move_off |= MOVE_FLY_LOW; else op->move_off &= ~MOVE_FLY_LOW; } break; //TODO: remove these after convertign archetypes case KW_can_use_wand: GET_FLAG (op, FLAG_USE_RANGE); break; /* These are all legacy - any new objects should use the move_ .. values */ case KW_flying: { if (thawer.get_sint32 ()) op->move_type |= MOVE_FLY_LOW; else op->move_type &= ~MOVE_FLY_LOW; } break; case KW_identified: GET_FLAG (op, FLAG_IDENTIFIED); //TODO: move to check_object or so if (QUERY_FLAG (op, FLAG_IDENTIFIED)) CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); break; case KW_wiz: GET_FLAG (op, FLAG_WIZ); //TODO: move to check_object if (QUERY_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_WIZPASS); CLEAR_FLAG (op, FLAG_WIZCAST); } break; case KW_friendly: GET_FLAG (op, FLAG_FRIENDLY); //TODO: move to check_object or so if (op->type != PLAYER && QUERY_FLAG (op, FLAG_FRIENDLY)) add_friendly_object (op); break; case KW_monster: GET_FLAG (op, FLAG_MONSTER); break; case KW_neutral: GET_FLAG (op, FLAG_NEUTRAL); break; case KW_no_attack: GET_FLAG (op, FLAG_NO_ATTACK); break; case KW_no_damage: GET_FLAG (op, FLAG_NO_DAMAGE); break; case KW_generator: GET_FLAG (op, FLAG_GENERATOR); break; case KW_use_content_on_gen: GET_FLAG (op, FLAG_CONTENT_ON_GEN); break; case KW_is_thrown: GET_FLAG (op, FLAG_IS_THROWN); break; case KW_auto_apply: GET_FLAG (op, FLAG_AUTO_APPLY); break; case KW_treasure: GET_FLAG (op, FLAG_TREASURE); break; case KW_see_invisible: GET_FLAG (op, FLAG_SEE_INVISIBLE); break; case KW_can_roll: GET_FLAG (op, FLAG_CAN_ROLL); break; case KW_overlay_floor: GET_FLAG (op, FLAG_OVERLAY_FLOOR); break; case KW_is_turnable: GET_FLAG (op, FLAG_IS_TURNABLE); break; case KW_is_used_up: GET_FLAG (op, FLAG_IS_USED_UP); break; case KW_alive: GET_FLAG (op, FLAG_ALIVE); break; case KW_applied: GET_FLAG (op, FLAG_APPLIED); break; case KW_unpaid: GET_FLAG (op, FLAG_UNPAID); break; case KW_is_animated: GET_FLAG (op, FLAG_ANIMATE); break; case KW_no_pick: GET_FLAG (op, FLAG_NO_PICK); break; case KW_reflecting: GET_FLAG (op, FLAG_REFLECTING); break; case KW_changing: GET_FLAG (op, FLAG_CHANGING); break; case KW_splitting: GET_FLAG (op, FLAG_SPLITTING); break; case KW_hitback: GET_FLAG (op, FLAG_HITBACK); break; case KW_startequip: GET_FLAG (op, FLAG_STARTEQUIP); break; case KW_blocksview: GET_FLAG (op, FLAG_BLOCKSVIEW); break; case KW_undead: GET_FLAG (op, FLAG_UNDEAD); break; case KW_scared: GET_FLAG (op, FLAG_SCARED); break; case KW_unaggressive: GET_FLAG (op, FLAG_UNAGGRESSIVE); break; case KW_reflect_missile: GET_FLAG (op, FLAG_REFL_MISSILE); break; case KW_reflect_spell: GET_FLAG (op, FLAG_REFL_SPELL); break; case KW_no_magic: GET_FLAG (op, FLAG_NO_MAGIC); break; case KW_no_drop: GET_FLAG (op, FLAG_NO_DROP); break; case KW_random_movement: GET_FLAG (op, FLAG_RANDOM_MOVE); break; case KW_was_wiz: GET_FLAG (op, FLAG_WAS_WIZ); break; case KW_no_fix_player: GET_FLAG (op, FLAG_NO_FIX_PLAYER); break; case KW_is_lightable: GET_FLAG (op, FLAG_IS_LIGHTABLE); break; case KW_tear_down: GET_FLAG (op, FLAG_TEAR_DOWN); break; case KW_can_use_shield: GET_FLAG (op, FLAG_USE_SHIELD); break; case KW_can_cast_spell: GET_FLAG (op, FLAG_CAST_SPELL); break; case KW_can_use_scroll: GET_FLAG (op, FLAG_USE_SCROLL); break; case KW_can_use_range: GET_FLAG (op, FLAG_USE_RANGE); break; case KW_can_use_bow: GET_FLAG (op, FLAG_USE_BOW); break; case KW_can_use_armour: GET_FLAG (op, FLAG_USE_ARMOUR); break; case KW_can_use_weapon: GET_FLAG (op, FLAG_USE_WEAPON); break; case KW_can_use_ring: GET_FLAG (op, FLAG_USE_RING); break; case KW_has_ready_bow: GET_FLAG (op, FLAG_READY_BOW); break; case KW_xrays: GET_FLAG (op, FLAG_XRAYS); break; case KW_is_floor: GET_FLAG (op, FLAG_IS_FLOOR); break; case KW_lifesave: GET_FLAG (op, FLAG_LIFESAVE); break; case KW_no_strength: GET_FLAG (op, FLAG_NO_STRENGTH); break; case KW_sleep: GET_FLAG (op, FLAG_SLEEP); break; case KW_stand_still: GET_FLAG (op, FLAG_STAND_STILL); break; case KW_random_move: GET_FLAG (op, FLAG_RANDOM_MOVE); break; case KW_only_attack: GET_FLAG (op, FLAG_ONLY_ATTACK); break; case KW_activate_on_push: GET_FLAG (op, FLAG_ACTIVATE_ON_PUSH); break; case KW_activate_on_release: GET_FLAG (op, FLAG_ACTIVATE_ON_RELEASE); break; case KW_confused: GET_FLAG (op, FLAG_CONFUSED); break; case KW_stealth: GET_FLAG (op, FLAG_STEALTH); break; case KW_cursed: GET_FLAG (op, FLAG_CURSED); break; case KW_damned: GET_FLAG (op, FLAG_DAMNED); break; case KW_see_anywhere: GET_FLAG (op, FLAG_SEE_ANYWHERE); break; case KW_known_magical: GET_FLAG (op, FLAG_KNOWN_MAGICAL); break; case KW_known_cursed: GET_FLAG (op, FLAG_KNOWN_CURSED); break; case KW_can_use_skill: GET_FLAG (op, FLAG_CAN_USE_SKILL); break; case KW_been_applied: GET_FLAG (op, FLAG_BEEN_APPLIED); break; case KW_has_ready_scroll: GET_FLAG (op, FLAG_READY_SCROLL); break; case KW_can_use_rod: GET_FLAG (op, FLAG_USE_ROD); break; case KW_can_use_horn: GET_FLAG (op, FLAG_USE_HORN); break; case KW_unique: GET_FLAG (op, FLAG_UNIQUE); break; case KW_make_invisible: GET_FLAG (op, FLAG_MAKE_INVIS); break; case KW_inv_locked: GET_FLAG (op, FLAG_INV_LOCKED); break; case KW_is_wooded: GET_FLAG (op, FLAG_IS_WOODED); break; case KW_is_hilly: GET_FLAG (op, FLAG_IS_HILLY); break; case KW_is_water: GET_FLAG (op, FLAG_IS_WATER); break; case KW_has_ready_skill: GET_FLAG (op, FLAG_READY_SKILL); break; case KW_has_ready_weapon: GET_FLAG (op, FLAG_READY_WEAPON); break; case KW_no_skill_ident: GET_FLAG (op, FLAG_NO_SKILL_IDENT); break; case KW_is_blind: GET_FLAG (op, FLAG_BLIND); break; case KW_can_see_in_dark: GET_FLAG (op, FLAG_SEE_IN_DARK); break; case KW_is_cauldron: GET_FLAG (op, FLAG_IS_CAULDRON); break; case KW_no_steal: GET_FLAG (op, FLAG_NO_STEAL); break; case KW_one_hit: GET_FLAG (op, FLAG_ONE_HIT); break; case KW_berserk: GET_FLAG (op, FLAG_BERSERK); break; case KW_is_buildable: GET_FLAG (op, FLAG_IS_BUILDABLE); break; case KW_armour: thawer.get (op->resist [ATNR_PHYSICAL]); break; case KW_resist_physical: thawer.get (op->resist [ATNR_PHYSICAL]); break; case KW_resist_magic: thawer.get (op->resist [ATNR_MAGIC]); break; case KW_resist_fire: thawer.get (op->resist [ATNR_FIRE]); break; case KW_resist_electricity: thawer.get (op->resist [ATNR_ELECTRICITY]); break; case KW_resist_cold: thawer.get (op->resist [ATNR_COLD]); break; case KW_resist_confusion: thawer.get (op->resist [ATNR_CONFUSION]); break; case KW_resist_acid: thawer.get (op->resist [ATNR_ACID]); break; case KW_resist_drain: thawer.get (op->resist [ATNR_DRAIN]); break; case KW_resist_weaponmagic: thawer.get (op->resist [ATNR_WEAPONMAGIC]); break; case KW_resist_ghosthit: thawer.get (op->resist [ATNR_GHOSTHIT]); break; case KW_resist_poison: thawer.get (op->resist [ATNR_POISON]); break; case KW_resist_slow: thawer.get (op->resist [ATNR_SLOW]); break; case KW_resist_paralyze: thawer.get (op->resist [ATNR_PARALYZE]); break; case KW_resist_turn_undead: thawer.get (op->resist [ATNR_TURN_UNDEAD]); break; case KW_resist_fear: thawer.get (op->resist [ATNR_FEAR]); break; case KW_resist_cancellation: thawer.get (op->resist [ATNR_CANCELLATION]); break; case KW_resist_deplete: thawer.get (op->resist [ATNR_DEPLETE]); break; case KW_resist_death: thawer.get (op->resist [ATNR_DEATH]); break; case KW_resist_chaos: thawer.get (op->resist [ATNR_CHAOS]); break; case KW_resist_counterspell: thawer.get (op->resist [ATNR_COUNTERSPELL]); break; case KW_resist_godpower: thawer.get (op->resist [ATNR_GODPOWER]); break; case KW_resist_holyword: thawer.get (op->resist [ATNR_HOLYWORD]); break; case KW_resist_blind: thawer.get (op->resist [ATNR_BLIND]); break; case KW_resist_internal: thawer.get (op->resist [ATNR_INTERNAL]); break; case KW_resist_life_stealing: thawer.get (op->resist [ATNR_LIFE_STEALING]); break; case KW_resist_disease: thawer.get (op->resist [ATNR_DISEASE]); break; case KW_luck: thawer.get (op->stats.luck); break; case KW_run_away: thawer.get (op->run_away); break; case KW_pick_up: thawer.get (op->pick_up); break; case KW_item_power: thawer.get (op->item_power); break; case KW_gen_sp_armour: thawer.get (op->gen_sp_armour); break; case KW_anim_speed: thawer.get (op->anim_speed); break; case KW_container: thawer.get (op->weight_limit); break; case KW_will_apply: thawer.get (op->will_apply); break; case KW_attack_movement: thawer.get (op->attack_movement); break; case KW_move_state: thawer.get (op->move_status); break; case KW_expmul: thawer.get (op->expmul); break; case KW_glow_radius: thawer.get (op->glow_radius); break; case KW_weapontype: thawer.get (op->weapontype); break; case KW_tooltype: thawer.get (op->tooltype); break; case KW_casting_time: thawer.get (op->casting_time); break; case KW_elevation: thawer.get (op->elevation); break; case KW_smoothlevel: thawer.get (op->smoothlevel); break; case KW_client_type: thawer.get (op->client_type); break; case KW_duration: thawer.get (op->duration); break; case KW_range: thawer.get (op->range); break; case KW_range_modifier: thawer.get (op->range_modifier); break; case KW_dam_modifier: thawer.get (op->dam_modifier); break; case KW_duration_modifier: thawer.get (op->duration_modifier); break; //TODO: mechanism to ensure that KW_xxx is consecutive needed from include/preprocess //TODO: parse from other include files case KW_body_range: thawer.get (op->body_info [ 0]); break; case KW_body_arm: thawer.get (op->body_info [ 1]); break; case KW_body_torso: thawer.get (op->body_info [ 2]); break; case KW_body_head: thawer.get (op->body_info [ 3]); break; case KW_body_neck: thawer.get (op->body_info [ 4]); break; case KW_body_skill: thawer.get (op->body_info [ 5]); break; case KW_body_finger: thawer.get (op->body_info [ 6]); break; case KW_body_shoulder: thawer.get (op->body_info [ 7]); break; case KW_body_foot: thawer.get (op->body_info [ 8]); break; case KW_body_hand: thawer.get (op->body_info [ 9]); break; case KW_body_wrist: thawer.get (op->body_info [10]); break; case KW_body_waist: thawer.get (op->body_info [11]); break; case KW_can_apply: break; case KW_connected: add_button_link (op, op->map, thawer.get_sint32 ()); break; case KW_randomitems: op->randomitems = find_treasurelist (thawer.get_str ()); break; case KW_msg: { thawer.get_ml (KW_endmsg, op->msg); //TODO: allow longer messages if (strlen (op->msg) >= HUGE_BUF) { LOG (llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen (op->msg), &op->msg); op->msg = "ERROR, please report: string too long, winged.\n"; } } break; case KW_lore: { shstr msgbuf; thawer.get_ml (KW_endlore, op->lore); //TODO: allow longer messages /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (strlen (op->lore) > (HUGE_BUF / 2)) LOG (llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n", HUGE_BUF / 2, HUGE_BUF, strlen (op->lore), &op->lore); } break; case KW_editable: case KW_editor_folder: break; case KW_More: // uppercase alias case KW_more: /* We need to record that this is a multipart object, * so the calling function can glue things back together */ ismore = 1; break; case KW_end: check_loaded_object (op); if (!arch_init) op->instantiate (); return ismore ? LL_MORE : LL_NORMAL; case KW_EOF: return LL_EOF; case KW_ERROR: set_ob_key_value (op, thawer.line, thawer.last_value, true); //printf ("addkv(%s,%s)\n", thawer.line, thawer.get_str());//D //TODO: skip line, ugly, factor parsing better if (thawer.last_value) thawer.line = thawer.last_value; thawer.line += strlen (thawer.line) + 1; break; default: LOG (llevError, "UNSUPPORTED KEYWORD IN MAP: \"%s\", bug in normaliser. skipping.\n", keyword_str [kw]); break; } } } /* * Loads an object from the given file-pointer. * Variables will be read and parsed and patched into the object * until the string "end" is reached, or the end of the file. * * bufstat is used to determine various file attributes: * LO_REPATE (0): We are reading from the same buffer as the last call. * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions * will also be reading from this (treasure file, artifacts.) * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should * be reset. * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) * */ int load_object(object_thawer &fp, object *op, int map_flags) { return parse_object(op, fp, map_flags); } /* This takes a buffer, scans it for variables, and sets those variables * as appropriate in op. * * This function appears to be used in only 2 places - in crossedit to * override values and in c_wiz to mutate values. */ int set_variable(object *op,char *buf) { #if 0 int retval; object_thawer thawer (0); strcpy(msgbuf, ""); strcpy(lorebuf, ""); retval=parse_object(op,thawer,0); yy_switch_to_buffer(yycurbuf); yy_delete_buffer(yybufstate); yy_pop_state(); return retval; #endif } /* 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", NULL /* walk_on*/, NULL /* no_pass */, /* 10 */ "is_animated", NULL /* slow_move */, NULL /* flying */, "monster", "friendly", "generator", "is_thrown", "auto_apply", "treasure", "player sold", /* 20 */ "see_invisible", "can_roll", "overlay_floor", "is_turnable", NULL /* walk_off */, NULL /* fly_on */, NULL /*fly_off*/, "is_used_up", "identified", "reflecting", /* 30 */ "changing", "splitting", "hitback", "startequip", "blocksview", "undead", "scared", "unaggressive", "reflect_missile", "reflect_spell", /* 40 */ "no_magic", "no_fix_player", "is_lightable", "tear_down", "run_away", NULL /*pass_thru */, NULL /*can_pass_thru*/, "pick_up", "unique", "no_drop", /* 50 */ NULL /* wizcast*/, "can_cast_spell", "can_use_scroll", "can_use_range", "can_use_bow", "can_use_armour", "can_use_weapon", "can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */ "xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep", "stand_still", "random_move", "only_attack", "confused", /* 70 */ "stealth", NULL, NULL, "cursed", "damned", "see_anywhere", "known_magical", "known_cursed", "can_use_skill", "been_applied", /* 80 */ "has_ready_scroll", "can_use_rod", NULL, "can_use_horn", "make_invisible", "inv_locked", "is_wooded", "is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */ "no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron", "is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */ "no_attack", "no_damage", NULL, NULL, "activate_on_push", "activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */ NULL }; /* * Initialises the array of variable-names. Needed before any * objects can be loaded. Called by init_library(). */ void init_vars() { } /* This returns a string of the integer movement type */ static char* get_string_move_type(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) return retbuf_all+1; if (mt == 0) { strcpy(retbuf,"0"); return retbuf; } /* 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. */ key_value *arch_field = get_ob_key_link (tmp, 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) f.put (my_field->key, my_field->value); } /* We don't need to worry about the arch's extra fields - they * will get taken care of the copy_object function. */ # define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) # define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) CMP_OUT (name); CMP_OUT (name_pl); CMP_OUT (custom_name); CMP_OUT (title); CMP_OUT (race); CMP_OUT (slaying); if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg); if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); CMP_OUT (other_arch); CMP_OUT (face); if (!op->face || !op->face->name) printf ("ERRFACE<%s,%s, face %p,%p, fname%s>\n", &tmp->name, &op->name, tmp->face, op->face, op->face ? &op->face->name : "");//D if (op->animation_id != tmp->animation_id) if (op->animation_id) { f.put (KW_animation, animations[GET_ANIM_ID (op)].name); if (!QUERY_FLAG (op, FLAG_ANIMATE)) f.put (KW_is_animated, (sint32)0); } else f.put (KW_animation, (const char *)0); CMP_OUT2 (str , stats.Str); CMP_OUT2 (dex , stats.Dex); CMP_OUT2 (con , stats.Con); CMP_OUT2 (wis , stats.Wis); CMP_OUT2 (pow , stats.Pow); CMP_OUT2 (cha , stats.Cha); CMP_OUT2 (int , stats.Int); CMP_OUT2 (hp , stats.hp); CMP_OUT2 (maxhp , stats.maxhp); CMP_OUT2 (sp , stats.sp); CMP_OUT2 (maxsp , stats.maxsp); CMP_OUT2 (grace , stats.grace); CMP_OUT2 (maxgrace, stats.maxgrace); CMP_OUT2 (exp , stats.exp); CMP_OUT (perm_exp); CMP_OUT (expmul); CMP_OUT2 (food , stats.food); CMP_OUT2 (dam , stats.dam); CMP_OUT2 (luck , stats.luck); CMP_OUT2 (wc , stats.wc); CMP_OUT2 (ac , stats.ac); CMP_OUT (x); CMP_OUT (y); CMP_OUT (speed); CMP_OUT (speed_left); CMP_OUT2 (move_state, move_status); CMP_OUT (attack_movement); CMP_OUT (nrof); CMP_OUT (level); CMP_OUT (direction); CMP_OUT (type); CMP_OUT (subtype); CMP_OUT (attacktype); for (i = 0; i < NROFATTACKS; i++) if (op->resist [i] != tmp->resist [i]) f.put (resist_save [i], op->resist [i]); CMP_OUT (path_attuned); CMP_OUT (path_repelled); CMP_OUT (path_denied); CMP_OUT (material); CMP_OUT (materialname); CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); CMP_OUT (invisible); CMP_OUT (state); CMP_OUT (magic); CMP_OUT (last_heal); CMP_OUT (last_sp); CMP_OUT (last_grace); CMP_OUT (last_eat); CMP_OUT (glow_radius); if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) f.put (KW_connected, i); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); CMP_OUT (run_away); CMP_OUT (pick_up); CMP_OUT (will_apply); CMP_OUT (smoothlevel); CMP_OUT (weapontype); CMP_OUT (tooltype); CMP_OUT (elevation); CMP_OUT (client_type); CMP_OUT (item_power); CMP_OUT (duration); CMP_OUT (range); CMP_OUT (range_modifier); CMP_OUT (duration_modifier); CMP_OUT (dam_modifier); CMP_OUT (gen_sp_armour); CMP_OUT (move_type); CMP_OUT (move_block); CMP_OUT (move_allow); CMP_OUT (move_on); CMP_OUT (move_off); CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); if (!COMPARE_FLAGS (op, tmp)) for (i = 0; i <= NUM_FLAGS; i++) if (flag_names [i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) f.put (flag_names [i], QUERY_FLAG (op, i) ? "1" : "0"); /* Save body locations */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) if (op->body_info[i] != tmp->body_info[i]) f.put (body_locations[i].save_name, op->body_info[i]); } /* * Dumps all variables in an object to a file. * If bit 0 of flag is set, unpaid objects will be saved. As of now, * the only place this is not set is when saving the player. * If bit 1 of flag is set, don't remove the object after save. As of now, * all of the callers are setting this. */ void save_object (object_freezer &fp, object *op, int flag) { archetype *at; object *tmp, *old; /* Even if the object does have an owner, it would seem that we should * still save it. */ if (op->owner != NULL) return; /* If it is unpaid and we don't want to save those, just return. */ if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) return; if ((at = op->arch) == NULL) at = empty_archetype; fp.put (KW_arch, at->name); put (fp, op, &at->clone); /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ old = NULL; if (flag & 2) for (tmp = op->inv; tmp != NULL; tmp = tmp->below) save_object (fp, tmp, flag); else /* Slightly different logic because tmp/op will be removed by * the save_object we call. So we just keep looking at op->inv * until there is nothing left. In theory, the variable old * should not be needed, as recursive loops shouldn't happen. */ while ((tmp = op->inv) != NULL) { if (old == tmp) { LOG (llevError, " Recursive loop in inventory\n"); break; } save_object (fp, tmp, flag); old = tmp; } if (!(flag & 2)) { remove_ob (op); free_object (op); } fp.put (op); fprintf (fp, "end\n"); }