%{ /* * static char *rcsid_object_c = * "$Id: loader.l,v 1.10 2006/08/27 16:15:11 root Exp $"; */ /* 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 #define YY_DECL int lex_load(object *op, object_thawer &thawer, int map_flags) static char *yval(); static int lex_error; static char msgbuf[65536]; static char lorebuf[65536]; /* 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 }; #define SET_OR_CLEAR_FLAG(op, flag, val) \ { if (val) SET_FLAG(op, flag); else CLEAR_FLAG(op, flag); } /* SET_RESIST is really only really needed for transition code. We normally * don't care about multiple values overwriting each other, but this is * to catch items that have multiple protection/immune/vulnerable. * This can be simplified later on to just do the set after all the archs * and maps have been updated. * We always keep the last value because otherwise the value from the * arch may take precedence. * Unfortunately, we will report warnings here simply because an object has * been modified from the arch. */ #if 0 /* #if's don't work in #define macros */ #define SET_RESIST(op, type, val) \ {if (op->resist[type]!=0) { \ LOG(llevInfo, "object %s having multiple resistances set, type=%s, old=%d, new=%d\n", \ op->name?op->name:(op->arch?op->arch->name:"unknown"), \ resist_plus[type], op->resist[type], val); \ } op->resist[type] = val; } #else #define SET_RESIST(op, type, val) op->resist[type] = val; #endif #define IVAL atoi(yval()) #define FVAL atof(yval()) extern int arch_init; /* Put this here since it is used below */ static void set_protection(object *op, uint32 mask, uint16 pro_val) { int i; if (!mask) return; /* Unlikely, but might as well check */ for (i=0; ibody_info[i] = atoi(cp); return; /* Only one line passed in params */ } } LOG(llevError,"set_body_info called with bogus params: %s\n", params); } // 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 ? op->name : "(anon)", op->title ? " " : "", op->title ? 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) { if (op->name_pl) free_string(op->name_pl); op->name_pl = NULL; } if (!op->name_pl) op->name_pl = add_string(op->name); /* objects now have a materialname. try to patch it in */ if (!(IS_WEAPON(op) && op->level > 0)) { if (op->map != NULL) set_materialname(op, op->map->difficulty, NULL); else set_materialname(op, 5, NULL); } /* only do these when program is first run - a bit * excessive to do this at every run - most of this is * really just to catch any errors - program will still run, but * not in the ideal fashion. */ if ((op->type == WEAPON || op->type==BOW) && arch_init) { if (!op->skill) { LOG(llevError,"Weapon %s lacks a skill.\n", op_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; } } } } /* This extracts the key/value from the yytext field - * calls set_ob_key_value() to actually set the value. * Function basically has to find spaces, strip out extra, * etc. strchr doesn't work as good because could also * be tabs. */ static void add_key_value(object * op) { char * key = NULL; char * value = NULL; char * cp; char * end; /* First, skip over leading whitespace. */ for (cp = yytext; isspace(*cp); cp++) { ; } key = cp; /* Now look for the end of the key/field name. */ for (; !isspace(*cp); cp++) { if (*cp == '\0') { /* Oops, ran out of string! Set the key with an empty value. */ set_ob_key_value(op, key, NULL, TRUE); return; } } if (*cp == '\0') { set_ob_key_value(op, key, NULL, TRUE); return; } /* Chop off the key, and start at the next character. */ *cp = '\0'; cp++; if (*cp == '\0') { /* Was followed by one space? */ set_ob_key_value(op, key, NULL, TRUE); return; } /* Now looking for the value. Skip over whitespace. */ for (; isspace(*cp); cp++) { if (*cp == '\0') { /* Guess not. */ set_ob_key_value(op, key, NULL, TRUE); return; } } value = cp; /* Got last character before null and strip * off tailing whitespace */ for (end = value + (strlen(cp)-1); isspace(*end); end--) { if (end == value) { /* *blink blink* Still no value? */ set_ob_key_value(op, key, NULL, TRUE); return; } *end='\0'; } set_ob_key_value(op, key, value, TRUE); } static void set_move(MoveType *mt, char *params) { char *str; int i, negate; if (isdigit(*params)) { *mt = atoi(params); } else { *mt=0; for (str=strtok(params, " "); str; str=strtok(NULL, " ")) { negate=0; if (!strcasecmp(str, "all")) *mt |= MOVE_ALL; else { if (*str=='-') { negate = 1; str++; } for (i=0; move_name[i] != NULL; i++) { if (!strcasecmp(move_name[i], str)) { if (negate) { *mt &= ~(1<^endmsg{WS}$ { BEGIN( INITIAL ); /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (strlen(msgbuf) >= HUGE_BUF) { LOG(llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n", HUGE_BUF, strlen(op->msg),op->msg); op->msg = add_string ("ERROR, please report: string too long, winged.\n"); } else op->msg = add_string (msgbuf); } .* {strcat(msgbuf, yytext); strcat(msgbuf,"\n"); } ^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): %d\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); } ^attach{S} { char *yv=yval(); if (*yv) op->attach = add_string (yv); } ^skill{S} FREE_AND_COPY(op->skill,yval()); ^custom_name{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Custom name without val\n"); else FREE_AND_COPY(op->custom_name, yv); } ^race{S} FREE_AND_COPY(op->race,yval()); ^slaying{S} FREE_AND_COPY(op->slaying, yval()); ^inventory.*$ LOG(llevError,"Got depreciated Inventory command?\n"); ^arch{S} { /* If op->arch has been set, then this new object * must be part of the inventory. So process * appropriately. */ if (op->arch) { object *tmp; char *yv=yval(); archetype *arch = find_archetype(yv); if (arch!=NULL) tmp = arch_to_object (arch); else { tmp = get_object (); if (tmp->name) free_string(tmp->name); /* record the name of the broken object */ tmp->name = add_string(yv); } strcpy(msgbuf, ""); strcpy(lorebuf, ""); lex_load(tmp, thawer, map_flags); if (tmp->arch) { insert_ob_in_ob(tmp,op); } else { 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); op->instantiate (); } 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); thawer.get (op); 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[FindFace(yval(), 0)]; ^str{S} op->stats.Str = IVAL; ^dex{S} op->stats.Dex = IVAL; ^con{S} op->stats.Con = IVAL; ^wis{S} op->stats.Wis = IVAL; ^cha{S} op->stats.Cha = IVAL; ^int{S} op->stats.Int = IVAL; ^pow{S} op->stats.Pow = IVAL; ^hp{S} op->stats.hp = IVAL; ^maxhp{S} op->stats.maxhp = IVAL; ^sp{S} op->stats.sp = IVAL; ^maxsp{S} op->stats.maxsp = IVAL; ^grace{S} op->stats.grace = IVAL; ^maxgrace{S} op->stats.maxgrace = IVAL; ^exp{S} op->stats.exp = atoll(yval()); ^perm_exp{S} op->perm_exp = atoll(yval()); ^food{S} op->stats.food = IVAL; ^dam{S} op->stats.dam = IVAL; ^wc{S} op->stats.wc = IVAL; ^ac{S} op->stats.ac = IVAL; ^x{S} {op->x = IVAL; op->ox= op->x; } ^y{S} {op->y = IVAL; op->oy= op->y; } ^nrof{S} op->nrof= atol(yval()); ^level{S} op->level = IVAL; ^direction{S} op->direction = IVAL; ^type{S} op->type = IVAL; ^subtype{S} op->subtype = IVAL; ^material{S} op->material = IVAL; ^materialname{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Materialname without val\n"); else FREE_AND_COPY(op->materialname, yv); } ^value{S} op->value = IVAL; ^weight{S} op->weight = atol(yval()); ^carrying{S} op->carrying = atol(yval()); ^attacktype{S} op->attacktype = IVAL; ^path_attuned{S} op->path_attuned = IVAL; ^path_repelled{S} op->path_repelled = IVAL; ^path_denied{S} op->path_denied = IVAL; ^invisible{S} op->invisible = IVAL; ^magic{S} op->magic = IVAL; ^state{S} op->state = IVAL; ^alive{S} SET_OR_CLEAR_FLAG(op, FLAG_ALIVE, IVAL); ^applied{S} SET_OR_CLEAR_FLAG(op, FLAG_APPLIED, IVAL); ^unpaid{S} SET_OR_CLEAR_FLAG(op, FLAG_UNPAID, IVAL); ^need_an{S} { /* not used - just ignore */ } ^need_ie{S} { /* not used - jsut ignore */ } ^is_animated{S} SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL); ^no_pick{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL); %{ /* These are all legacy - any new objects should use the move_ .. values */ %} ^no_pass{S} { if (IVAL) op->move_block = MOVE_ALL; else op->move_block=0; } ^walk_on{S} { if (IVAL) op->move_on |= MOVE_WALK; else op->move_on &= ~MOVE_WALK; } ^walk_off{S} { if (IVAL) op->move_off |= MOVE_WALK; else op->move_off &= ~MOVE_WALK; } ^fly_on{S} { if (IVAL) op->move_on |= MOVE_FLY_LOW; else op->move_on &= ~MOVE_FLY_LOW; } ^fly_off{S} { if (IVAL) op->move_off |= MOVE_FLY_LOW; else op->move_off &= ~MOVE_FLY_LOW; } ^flying{S} { if (IVAL) op->move_type |= MOVE_FLY_LOW; else op->move_type &= ~MOVE_FLY_LOW; } %{ /* These are the new values */ %} ^move_block{S} set_move(&op->move_block, yval()); ^move_allow{S} set_move(&op->move_allow, yval()); ^move_type{S} set_move(&op->move_type, yval()); ^move_on{S} set_move(&op->move_on, yval()); ^move_off{S} set_move(&op->move_off, yval()); ^move_slow{S} set_move(&op->move_slow, yval()); ^move_slow_penalty{S} op->move_slow_penalty = FVAL; ^monster{S} SET_OR_CLEAR_FLAG(op, FLAG_MONSTER, IVAL); ^neutral{S} SET_OR_CLEAR_FLAG(op, FLAG_NEUTRAL, IVAL); ^no_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_ATTACK, IVAL); ^no_damage{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DAMAGE, IVAL); ^friendly{S} { if (IVAL) { SET_FLAG(op, FLAG_FRIENDLY); if (op->type != PLAYER) add_friendly_object (op); } else CLEAR_FLAG(op, FLAG_FRIENDLY); } ^generator{S} SET_OR_CLEAR_FLAG(op, FLAG_GENERATOR, IVAL); ^use_content_on_gen{S} SET_OR_CLEAR_FLAG (op,FLAG_CONTENT_ON_GEN, IVAL); ^is_thrown{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_THROWN, IVAL); ^auto_apply{S} SET_OR_CLEAR_FLAG(op, FLAG_AUTO_APPLY, IVAL); ^treasure{S} SET_OR_CLEAR_FLAG(op, FLAG_TREASURE, IVAL); ^see_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_INVISIBLE, IVAL); ^can_roll{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_ROLL, IVAL); ^overlay_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_OVERLAY_FLOOR, IVAL); ^is_turnable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_TURNABLE, IVAL); ^is_used_up{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_USED_UP, IVAL); ^identified{S} { if (IVAL) { SET_FLAG(op, FLAG_IDENTIFIED); CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); } else CLEAR_FLAG(op, FLAG_IDENTIFIED); } ^reflecting{S} SET_OR_CLEAR_FLAG(op, FLAG_REFLECTING, IVAL); ^changing{S} SET_OR_CLEAR_FLAG(op, FLAG_CHANGING, IVAL); ^splitting{S} SET_OR_CLEAR_FLAG(op, FLAG_SPLITTING, IVAL); ^hitback{S} SET_OR_CLEAR_FLAG(op, FLAG_HITBACK, IVAL); ^startequip{S} SET_OR_CLEAR_FLAG(op, FLAG_STARTEQUIP, IVAL); ^blocksview{S} SET_OR_CLEAR_FLAG(op, FLAG_BLOCKSVIEW, IVAL); ^editable{S} op->arch->editable = IVAL; ^editor_folder{S} { } ^undead{S} SET_OR_CLEAR_FLAG(op, FLAG_UNDEAD, IVAL); ^scared{S} SET_OR_CLEAR_FLAG(op, FLAG_SCARED, IVAL); ^unaggressive{S} SET_OR_CLEAR_FLAG(op, FLAG_UNAGGRESSIVE, IVAL); ^reflect_missile{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_MISSILE, IVAL); ^reflect_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_SPELL, IVAL); ^no_magic{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_MAGIC, IVAL); ^wiz{S} { if (IVAL) { SET_FLAG(op, FLAG_WIZ); SET_FLAG(op, FLAG_WAS_WIZ); SET_FLAG(op, FLAG_WIZPASS); SET_FLAG(op, FLAG_WIZCAST); } else { CLEAR_FLAG(op, FLAG_WIZ); CLEAR_FLAG(op, FLAG_WIZPASS); CLEAR_FLAG(op, FLAG_WIZCAST); } } ^was_wiz{S} SET_OR_CLEAR_FLAG(op, FLAG_WAS_WIZ, IVAL); ^no_fix_player{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER, IVAL); ^is_lightable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_LIGHTABLE, IVAL); ^tear_down{S} SET_OR_CLEAR_FLAG(op, FLAG_TEAR_DOWN, IVAL); ^luck{S} op->stats.luck = IVAL; ^run_away{S} op->run_away = IVAL; ^pick_up{S} op->pick_up = IVAL; ^item_power{S} op->item_power = IVAL; ^gen_sp_armour{S} op->gen_sp_armour = IVAL; ^anim_speed{S} op->anim_speed = IVAL; ^container{S} op->weight_limit = IVAL; ^no_drop{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DROP, IVAL); ^will_apply{S} op->will_apply = IVAL; ^random_movement{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL); ^can_apply{S} { } ^can_use_shield{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SHIELD, IVAL); ^can_cast_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_CAST_SPELL, IVAL); ^can_use_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SCROLL, IVAL); ^can_use_range{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL); ^can_use_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_BOW, IVAL); ^can_use_armour{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ARMOUR, IVAL); ^can_use_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_WEAPON, IVAL); ^can_use_ring{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RING, IVAL); ^has_ready_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_BOW, IVAL); ^xrays{S} SET_OR_CLEAR_FLAG(op, FLAG_XRAYS, IVAL); ^is_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_FLOOR, IVAL); ^lifesave{S} SET_OR_CLEAR_FLAG(op, FLAG_LIFESAVE, IVAL); ^no_strength{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STRENGTH, IVAL); ^sleep{S} { SET_OR_CLEAR_FLAG(op, FLAG_SLEEP, IVAL); /*(LOG(llevDebug," Warning: Object %s has sleep set in arch.\n",op->name);*/ } ^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, IVAL); ^random_move{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL); ^only_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_ONLY_ATTACK, IVAL); ^activate_on_push{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_PUSH, IVAL); ^activate_on_release{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_RELEASE, IVAL); /* armour is loaded for compatiblity reasons */ ^armour{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL); /* Start of various attacktypes */ ^resist_physical{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL); ^resist_magic{S} SET_RESIST(op, ATNR_MAGIC, IVAL); ^resist_fire{S} SET_RESIST(op, ATNR_FIRE, IVAL); ^resist_electricity{S} SET_RESIST(op, ATNR_ELECTRICITY, IVAL); ^resist_cold{S} SET_RESIST(op, ATNR_COLD, IVAL); ^resist_confusion{S} SET_RESIST(op, ATNR_CONFUSION, IVAL); ^resist_acid{S} SET_RESIST(op, ATNR_ACID, IVAL); ^resist_drain{S} SET_RESIST(op, ATNR_DRAIN, IVAL); ^resist_weaponmagic{S} SET_RESIST(op, ATNR_WEAPONMAGIC, IVAL); ^resist_ghosthit{S} SET_RESIST(op, ATNR_GHOSTHIT, IVAL); ^resist_poison{S} SET_RESIST(op, ATNR_POISON, IVAL); ^resist_slow{S} SET_RESIST(op, ATNR_SLOW, IVAL); ^resist_paralyze{S} SET_RESIST(op, ATNR_PARALYZE, IVAL); ^resist_turn_undead{S} SET_RESIST(op, ATNR_TURN_UNDEAD, IVAL); ^resist_fear{S} SET_RESIST(op, ATNR_FEAR, IVAL); ^resist_cancellation{S} SET_RESIST(op, ATNR_CANCELLATION, IVAL); ^resist_deplete{S} SET_RESIST(op, ATNR_DEPLETE, IVAL); ^resist_death{S} SET_RESIST(op, ATNR_DEATH, IVAL); ^resist_chaos{S} SET_RESIST(op, ATNR_CHAOS, IVAL); ^resist_counterspell{S} SET_RESIST(op, ATNR_COUNTERSPELL, IVAL); ^resist_godpower{S} SET_RESIST(op, ATNR_GODPOWER, IVAL); ^resist_holyword{S} SET_RESIST(op, ATNR_HOLYWORD, IVAL); ^resist_blind{S} SET_RESIST(op, ATNR_BLIND, IVAL); ^resist_internal{S} SET_RESIST(op, ATNR_INTERNAL, IVAL); ^resist_life_stealing{S} SET_RESIST(op, ATNR_LIFE_STEALING, IVAL); ^resist_disease{S} SET_RESIST(op, ATNR_DISEASE, IVAL); /* Old style resistances */ ^immune{S} set_protection(op, IVAL, RESIST_IMMUNE); ^protected{S} set_protection(op, IVAL, RESIST_PROT); ^vulnerable{S} set_protection(op, IVAL, (uint16) RESIST_VULN); /* old values - keep them around for now, but they should be removed at some point */ ^has_ready_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL); ^has_ready_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL); ^has_ready_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL); ^can_use_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL); ^attack_movement{S} op->attack_movement = IVAL; ^move_state{S} op->move_status = IVAL; ^confused{S} SET_OR_CLEAR_FLAG(op, FLAG_CONFUSED, IVAL); ^stealth{S} SET_OR_CLEAR_FLAG(op, FLAG_STEALTH, IVAL); ^connected{S} add_button_link(op, op->map, IVAL); ^cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_CURSED, IVAL); ^damned{S} SET_OR_CLEAR_FLAG(op, FLAG_DAMNED, IVAL); ^see_anywhere{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_ANYWHERE, IVAL); ^known_magical{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL, IVAL); ^known_cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_CURSED, IVAL); ^can_use_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_USE_SKILL, IVAL); ^been_applied{S} SET_OR_CLEAR_FLAG(op, FLAG_BEEN_APPLIED, IVAL); ^has_ready_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SCROLL, IVAL); ^can_use_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ROD, IVAL); ^can_use_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_HORN, IVAL); ^expmul{S} op->expmul = FVAL; ^unique{S} SET_OR_CLEAR_FLAG(op, FLAG_UNIQUE, IVAL); ^make_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_MAKE_INVIS, IVAL); ^inv_locked{S} SET_OR_CLEAR_FLAG(op, FLAG_INV_LOCKED, IVAL); ^is_wooded{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WOODED, IVAL); ^is_hilly{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_HILLY, IVAL); ^is_water{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WATER, IVAL); ^has_ready_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SKILL, IVAL); ^has_ready_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_WEAPON, IVAL); ^no_skill_ident{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT, IVAL); ^glow_radius{S} op->glow_radius = IVAL; ^is_blind{S} SET_OR_CLEAR_FLAG(op, FLAG_BLIND, IVAL); ^can_see_in_dark{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_IN_DARK, IVAL); ^is_cauldron{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_CAULDRON, IVAL); ^randomitems{S} op->randomitems = find_treasurelist(yval()); ^no_steal{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STEAL, IVAL); ^one_hit{S} SET_OR_CLEAR_FLAG(op, FLAG_ONE_HIT, IVAL); ^berserk{S} SET_OR_CLEAR_FLAG(op, FLAG_BERSERK, IVAL); ^can_knockback{S} { /* Some archetypes have these values in them */ } ^can_parry{S} { /* Probably the pupland archetypes - I imagined */ } ^can_impale{S} { /* That these are for the new combat code */ } ^can_cut{S} { /* just ignore for now */ } ^can_dam_armour{S} { } ^weapontype{S} op->weapontype = IVAL; ^tooltype{S} op->tooltype = IVAL; ^casting_time{S} op->casting_time = (sint16) FVAL; ^elevation{S} op->elevation = IVAL; ^smoothlevel{S} op->smoothlevel = IVAL; ^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 ); ^event_apply{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (apply) without val\n"); else insert_event(op,EVENT_APPLY,yv,NULL,NULL); } ^event_apply_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (apply) without plugin\n"); else insert_event(op,EVENT_APPLY,NULL,yv,NULL); } ^event_apply_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (apply) without options\n"); else insert_event(op,EVENT_APPLY,NULL,NULL,yv); } ^event_attack{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (attack) without val\n"); else insert_event(op,EVENT_ATTACK,yv,NULL,NULL); } ^event_attack_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (attack) without plugin\n"); else insert_event(op,EVENT_ATTACK,NULL,yv,NULL); } ^event_attack_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (attack) without options\n"); else insert_event(op,EVENT_ATTACK,NULL,NULL,yv); } ^event_death{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (death) without val\n"); else insert_event(op,EVENT_DEATH,yv,NULL,NULL); } ^event_death_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (death) without plugin\n"); else insert_event(op,EVENT_DEATH,NULL,yv,NULL); } ^event_death_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (death) without options\n"); else insert_event(op,EVENT_DEATH,NULL,NULL,yv); } ^event_drop{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (drop) without val\n"); else insert_event(op,EVENT_DROP,yv,NULL,NULL); } ^event_drop_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (drop) without plugin\n"); else insert_event(op,EVENT_DROP,NULL,yv,NULL); } ^event_drop_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (drop) without options\n"); else insert_event(op,EVENT_DROP,NULL,NULL,yv); } ^event_pickup{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (pickup) without val\n"); else insert_event(op,EVENT_PICKUP,yv,NULL,NULL); } ^event_pickup_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (pickup) without plugin\n"); else insert_event(op,EVENT_PICKUP,NULL,yv,NULL); } ^event_pickup_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (pickup) without options\n"); else insert_event(op,EVENT_PICKUP,NULL,NULL,yv); } ^event_say{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (say) without val\n"); else insert_event(op,EVENT_SAY,yv,NULL,NULL); } ^event_say_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (say) without plugin\n"); else insert_event(op,EVENT_SAY,NULL,yv,NULL); } ^event_say_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (say) without options\n"); else insert_event(op,EVENT_SAY,NULL,NULL,yv); } ^event_stop{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (stop) without val\n"); else insert_event(op,EVENT_STOP,yv,NULL,NULL); } ^event_stop_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (stop) without plugin\n"); else insert_event(op,EVENT_STOP,NULL,yv,NULL); } ^event_stop_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (stop) without options\n"); else insert_event(op,EVENT_STOP,NULL,NULL,yv); } ^event_time{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (time) without val\n"); else insert_event(op,EVENT_TIME,yv,NULL,NULL); } ^event_time_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (time) without plugin\n"); else insert_event(op,EVENT_TIME,NULL,yv,NULL); } ^event_time_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (time) without options\n"); else insert_event(op,EVENT_TIME,NULL,NULL,yv); } ^event_throw{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (throw) without val\n"); else insert_event(op,EVENT_THROW,yv,NULL,NULL); } ^event_throw_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (throw) without plugin\n"); else insert_event(op,EVENT_THROW,NULL,yv,NULL); } ^event_throw_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (apply) without options\n"); else insert_event(op,EVENT_THROW,NULL,NULL,yv); } ^event_trigger{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (trigger) without val\n"); else insert_event(op,EVENT_TRIGGER,yv,NULL,NULL); } ^event_trigger_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (trigger) without plugin\n"); else insert_event(op,EVENT_TRIGGER,NULL,yv,NULL); } ^event_trigger_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (trigger) without options\n"); else insert_event(op,EVENT_TRIGGER,NULL,NULL,yv); } ^event_close{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (close) without val\n"); else insert_event(op,EVENT_CLOSE,yv,NULL,NULL); } ^event_close_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (close) without plugin\n"); else insert_event(op,EVENT_CLOSE,NULL,yv,NULL); } ^event_close_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (close) without options\n"); else insert_event(op,EVENT_CLOSE,NULL,NULL,yv); } ^event_timer{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (timer) without val\n"); else insert_event(op,EVENT_TIMER,yv,NULL,NULL); } ^event_timer_plugin{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (timer) without plugin\n"); else insert_event(op,EVENT_TIMER,NULL,yv,NULL); } ^event_timer_options{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Event (timer) without options\n"); else insert_event(op,EVENT_TIMER,NULL,NULL,yv); } ^current_weapon_script{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Script (current weapon) without val\n"); else { FREE_AND_COPY(op->current_weapon_script, yv); }; } <*>(^{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); } %% int yyerror(char *s) { LOG(llevError, "%s: %s\n", s, yytext); return -1; } /* Our save file syntax is very simple, so we can use a very simple * processing mechanism here instead using something like bison * This skips over the space and returns the value, or "" if no value * is found. Modified 4/26/2000 to also strip spaces at end of * line */ static char *yval() { static char *em=""; char *cp,*end; /* First skip over start of line, like animation or name */ for (cp=yytext; *cp!=' '; cp++) { if (*cp=='\0') { return em; } } /* Skip over whitespace */ for (; *cp==' '; cp++) { if (*cp=='\0') { return em; } } /* Got last character before null and strip * off tailing whitespace */ for (end=cp+strlen(cp)-1; *end==' '; end--) { if (end==cp) return em; *end='\0'; } return cp; } /* * Loads an object from the given file-pointer. * Variables will be read and parsed and patched into the object * until the string "end" is reached, or the end of the file. * * bufstat is used to determine various file attributes: * LO_REPATE (0): We are reading from the same buffer as the last call. * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions * will also be reading from this (treasure file, artifacts.) * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should * be reset. * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) * */ int load_object(FILE *fp, object_thawer &thawer, object *op, int bufstate, int map_flags) { int retval; char inbuf[MAX_BUF]; strcpy(msgbuf, ""); 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; while (fgets(inbuf, MAX_BUF-3, fp)) { yybufstate=yy_scan_string(inbuf); retval=lex_load(op, thawer, map_flags); yy_delete_buffer(yybufstate); if (retval==LL_NORMAL) return retval; } LOG(llevDebug,"Got eof while scanning strings\n"); return LL_EOF; } retval=lex_load(op, thawer, map_flags); if (op->current_weapon_script != NULL) { op->current_weapon = find_best_weapon_used_match(op, op->current_weapon_script); LOG(llevDebug, "CurrentWeapon Loaded !\n"); }; /* LOG(llevDebug," load completed, object=%s\n",op->name);*/ return retval; } /* This takes a buffer, scans it for variables, and sets those variables * as appropriate in op. * * This function appears to be used in only 2 places - in crossedit to * override values and in c_wiz to mutate values. */ int set_variable(object *op,char *buf) { YY_BUFFER_STATE yybufstate,yycurbuf=YY_CURRENT_BUFFER; int retval; object_thawer thawer; strcpy(msgbuf, ""); strcpy(lorebuf, ""); yy_push_state(INITIAL); yybufstate=yy_scan_string(buf); retval=lex_load(op,thawer,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", 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() { } /*For get_ob_diff speed reason*/ typedef struct { const char *name; int length; }genericname; static genericname evtnames[13]= { {"event_none ",11}, {"event_apply ",12}, {"event_attack ",13}, {"event_death ",12}, {"event_drop ",11}, {"event_pickup ",13}, {"event_say ",10}, {"event_stop ",11}, {"event_time ",11}, {"event_throw ",12}, {"event_trigger ",14}, {"event_close ",12}, {"event_timer ",12} } ; static genericname plgnames[13]= { {"event_none_plugin ",18}, {"event_apply_plugin ",19}, {"event_attack_plugin ",20}, {"event_death_plugin ",19}, {"event_drop_plugin ",18}, {"event_pickup_plugin ",20}, {"event_say_plugin ",17}, {"event_stop_plugin ",18}, {"event_time_plugin ",18}, {"event_throw_plugin ",19}, {"event_trigger_plugin ",21}, {"event_close_plugin ",19}, {"event_timer_plugin ",19} }; static genericname plgoptions[13]= { {"event_none_options ",19}, {"event_apply_options ",20}, {"event_attack_options ",21}, {"event_death_options ",20}, {"event_drop_options ",19}, {"event_pickup_options ",21}, {"event_say_options ",18}, {"event_stop_options ",19}, {"event_time_options ",19}, {"event_throw_options ",20}, {"event_trigger_options ",22}, {"event_close_options ",20}, {"event_timer_options ",20} }; /* 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. */ 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) { FAST_STRCAT(fastbuf, my_field->key); FAST_STRNCAT(fastbuf, " ", 1); /* If this is null, then saving it as a space should * cause it to be null again. */ if (my_field->value) FAST_STRCAT(fastbuf, my_field->value); FAST_STRNCAT(fastbuf, "\n", eol_size); } } /* 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(fastbuf,"name ",op->name,5); } if(op->name_pl && op->name_pl!=op2->name_pl) { ADD_STRINGLINE_ENTRY(fastbuf,"name_pl ",op->name_pl,8); } if(op->custom_name && op->custom_name!=op2->custom_name) { ADD_STRINGLINE_ENTRY(fastbuf,"custom_name ",op->custom_name,12); } if(op->title && op->title!=op2->title) { ADD_STRINGLINE_ENTRY(fastbuf,"title ",op->title,6); } if(op->race && op->race!=op2->race) { ADD_STRINGLINE_ENTRY(fastbuf,"race ",op->race,5); } if(op->slaying && op->slaying!=op2->slaying) { ADD_STRINGLINE_ENTRY(fastbuf,"slaying ",op->slaying,8); } if(op->skill && op->skill!=op2->skill) { ADD_STRINGLINE_ENTRY(fastbuf,"skill ",op->skill,6); } if(op->msg && op->msg!=op2->msg) { FAST_STRNCAT(fastbuf,"msg\n",3+eol_size); FAST_STRCAT(fastbuf,op->msg); FAST_STRNCAT(fastbuf,"endmsg\n",6+eol_size); } if(op->lore && op->lore!=op2->lore) { FAST_STRNCAT(fastbuf,"lore\n",4+eol_size); FAST_STRCAT(fastbuf,op->lore); FAST_STRNCAT(fastbuf,"endlore\n",7+eol_size); } if(op->other_arch!=op2->other_arch&&op->other_arch!=NULL && op->other_arch->name) { ADD_STRINGLINE_ENTRY(fastbuf,"other_arch ",op->other_arch->name,11); } if(op->face!=op2->face) { ADD_STRINGLINE_ENTRY(fastbuf,"face ",op->face->name,5); } for(etmp=op->events;etmp!=NULL;etmp=etmp->next) { /* First we find the event for the reference object */ etmp2=find_event(op2,etmp->type); if ((etmp->hook != NULL) && ((etmp2 == NULL) || (etmp2->hook == NULL) || (strcmp(etmp2->hook,etmp->hook)))) /* Either there's no matching event in the reference object, * or the hook is different */ { ADD_STRINGLINE_ENTRY(fastbuf,evtnames[etmp->type].name,etmp->hook,evtnames[etmp->type].length); } if ((etmp->plugin != NULL) && ((etmp2 == NULL) || (etmp2->plugin == NULL) || (strcmp(etmp2->plugin,etmp->plugin)))) { ADD_STRINGLINE_ENTRY(fastbuf,plgnames[etmp->type].name,etmp->plugin,plgnames[etmp->type].length); } if ((etmp->options != NULL) && ((etmp2 == NULL) || (etmp2->options == NULL) || (strcmp(etmp2->options,etmp->options)))) { ADD_STRINGLINE_ENTRY(fastbuf,plgoptions[etmp->type].name,etmp->options,plgoptions[etmp->type].length); } } if (op->animation_id != op2->animation_id) { if (op->animation_id) { ADD_STRINGLINE_ENTRY(fastbuf,"animation ",animations[GET_ANIM_ID(op)].name,10); if ( ! QUERY_FLAG (op, FLAG_ANIMATE)) { FAST_STRNCAT(fastbuf,"is_animated 0\n",13+eol_size); } } else { FAST_STRNCAT(fastbuf,"animation NONE\n",14+eol_size); } } if(op->stats.Str!=op2->stats.Str) FAST_SAVE_LONG(fastbuf,"Str ",op->stats.Str,4); if(op->stats.Dex!=op2->stats.Dex) FAST_SAVE_LONG(fastbuf,"Dex ",op->stats.Dex,4); if(op->stats.Con!=op2->stats.Con) FAST_SAVE_LONG(fastbuf,"Con ",op->stats.Con,4); if(op->stats.Wis!=op2->stats.Wis) FAST_SAVE_LONG(fastbuf,"Wis ",op->stats.Wis,4); if(op->stats.Pow!=op2->stats.Pow) FAST_SAVE_LONG(fastbuf,"Pow ",op->stats.Pow,4); if(op->stats.Cha!=op2->stats.Cha) FAST_SAVE_LONG(fastbuf,"Cha ",op->stats.Cha,4); if(op->stats.Int!=op2->stats.Int) FAST_SAVE_LONG(fastbuf,"Int ",op->stats.Int,4); if(op->stats.hp!=op2->stats.hp) FAST_SAVE_LONG(fastbuf,"hp ",op->stats.hp,3); if(op->stats.maxhp!=op2->stats.maxhp) FAST_SAVE_LONG(fastbuf,"maxhp ",op->stats.maxhp,6); if(op->stats.sp!=op2->stats.sp) FAST_SAVE_LONG(fastbuf,"sp ",op->stats.sp,3); if(op->stats.maxsp!=op2->stats.maxsp) FAST_SAVE_LONG(fastbuf,"maxsp ",op->stats.maxsp,6); if(op->stats.grace!=op2->stats.grace) FAST_SAVE_LONG(fastbuf,"grace ",op->stats.grace,6); if(op->stats.maxgrace!=op2->stats.maxgrace) FAST_SAVE_LONG(fastbuf,"maxgrace ",op->stats.maxgrace,9); if(op->stats.exp!=op2->stats.exp) { #ifndef WIN32 sprintf(buf2,"%lld", op->stats.exp); #else sprintf(buf2,"%I64d", op->stats.exp); #endif ADD_STRINGLINE_ENTRY(fastbuf,"exp ", buf2, 4); } if(op->perm_exp!=op2->perm_exp) { #ifndef WIN32 sprintf(buf2,"%lld", op->perm_exp); #else sprintf(buf2,"%I64d", op->perm_exp); #endif ADD_STRINGLINE_ENTRY(fastbuf,"perm_exp ", buf2, 9); } if(op->expmul!=op2->expmul) FAST_SAVE_DOUBLE(fastbuf,"expmul ",op->expmul,7); if(op->stats.food!=op2->stats.food) FAST_SAVE_LONG(fastbuf,"food ",op->stats.food,5); if(op->stats.dam!=op2->stats.dam) FAST_SAVE_LONG(fastbuf,"dam ",op->stats.dam,4); if(op->stats.luck!=op2->stats.luck) FAST_SAVE_LONG(fastbuf,"luck ",op->stats.luck,5); if(op->stats.wc!=op2->stats.wc) FAST_SAVE_LONG(fastbuf,"wc ",op->stats.wc,3); if(op->stats.ac!=op2->stats.ac) FAST_SAVE_LONG(fastbuf,"ac ",op->stats.ac,3); if(op->x!=op2->x) FAST_SAVE_LONG(fastbuf,"x ",op->x,2); if(op->y!=op2->y) FAST_SAVE_LONG(fastbuf,"y ",op->y,2); if(op->speed!=op2->speed) { FAST_SAVE_DOUBLE(fastbuf,"speed ",op->speed,6); } if(op->speed > 0 && op->speed_left!=op2->speed_left) { FAST_SAVE_DOUBLE(fastbuf,"speed_left ",op->speed_left,11); } if(op->move_status != op2->move_status) FAST_SAVE_LONG(fastbuf,"move_state ",op->move_status,11); if(op->attack_movement != op2->attack_movement) FAST_SAVE_LONG(fastbuf,"attack_movement ",op->attack_movement,16); if(op->nrof!=op2->nrof) FAST_SAVE_LONG(fastbuf,"nrof ",op->nrof,5); if(op->level!=op2->level) FAST_SAVE_LONG(fastbuf,"level ",op->level,6); if(op->direction!=op2->direction) FAST_SAVE_LONG(fastbuf,"direction ",op->direction,10); if(op->type!=op2->type) FAST_SAVE_LONG(fastbuf,"type ",op->type,5); if(op->subtype!=op2->subtype) FAST_SAVE_LONG(fastbuf,"subtype ",op->subtype,8); if(op->attacktype!=op2->attacktype) FAST_SAVE_LONG(fastbuf,"attacktype ",op->attacktype,11); for (tmp=0; tmp < NROFATTACKS; tmp++) { if (op->resist[tmp] != op2->resist[tmp]) { FAST_STRNCAT(fastbuf,"resist_",7); FAST_SAVE_LONG(fastbuf,resist_save[tmp],op->resist[tmp],strlen(resist_save[tmp])); } } if(op->path_attuned!=op2->path_attuned) FAST_SAVE_LONG(fastbuf,"path_attuned ",op->path_attuned,13); if(op->path_repelled!=op2->path_repelled) FAST_SAVE_LONG(fastbuf,"path_repelled ",op->path_repelled,14); if(op->path_denied!=op2->path_denied) FAST_SAVE_LONG(fastbuf,"path_denied ",op->path_denied,12); if(op->material!=op2->material) FAST_SAVE_LONG(fastbuf,"material ",op->material,9); if(op->materialname && op->materialname!=op2->materialname) { ADD_STRINGLINE_ENTRY(fastbuf,"materialname ",op->materialname,13); } if(op->value!=op2->value) FAST_SAVE_LONG(fastbuf,"value ",op->value,6); if(op->carrying!=op2->carrying) FAST_SAVE_LONG(fastbuf,"carrying ",op->carrying,9); if(op->weight!=op2->weight) FAST_SAVE_LONG(fastbuf,"weight ",op->weight,7); if(op->invisible!=op2->invisible) FAST_SAVE_LONG(fastbuf,"invisible ",op->invisible,10); if(op->state!=op2->state) FAST_SAVE_LONG(fastbuf,"state ",op->state,6); if(op->magic!=op2->magic) FAST_SAVE_LONG(fastbuf,"magic ",op->magic,6); if(op->last_heal!=op2->last_heal) FAST_SAVE_LONG(fastbuf,"last_heal ",op->last_heal,10); if(op->last_sp!=op2->last_sp) FAST_SAVE_LONG(fastbuf,"last_sp ",op->last_sp,8); if(op->last_grace!=op2->last_grace) FAST_SAVE_LONG(fastbuf,"last_grace ",op->last_grace,11); if(op->last_eat!=op2->last_eat) FAST_SAVE_LONG(fastbuf,"last_eat ",op->last_eat,9); if(QUERY_FLAG(op,FLAG_IS_LINKED) && (tmp = get_button_value(op))) FAST_SAVE_LONG(fastbuf,"connected ",tmp,10); if(op->glow_radius!=op2->glow_radius) FAST_SAVE_LONG(fastbuf,"glow_radius ",op->glow_radius,12); if (op->randomitems!=op2->randomitems) { ADD_STRINGLINE_ENTRY(fastbuf,"randomitems ",(op->randomitems?op->randomitems->name:"none"),12); } #ifdef NPC_PROG if(op->npc_status!=op2->npc_status) FAST_SAVE_LONG(fastbuf,"npc_status ",op->npc_status,11); if(op->npc_program!=op2->npc_program) FAST_SAVE_LONG(fastbuf,"npc_program ",op->npc_program,12); #endif if(op->run_away!=op2->run_away) FAST_SAVE_LONG(fastbuf,"run_away ",op->run_away,9); if(op->pick_up!=op2->pick_up) FAST_SAVE_LONG(fastbuf,"pick_up ",op->pick_up,8); if(op->weight_limit!=op2->weight_limit) FAST_SAVE_LONG(fastbuf,"container ",op->weight_limit,10); if (op->will_apply!=op2->will_apply) FAST_SAVE_LONG(fastbuf,"will_apply ",op->will_apply,11); if(op->smoothlevel!=op2->smoothlevel) FAST_SAVE_LONG(fastbuf,"smoothlevel ",op->smoothlevel,12); if (op->current_weapon_script!=op2->current_weapon_script){ ADD_STRINGLINE_ENTRY(fastbuf,"current_weapon_script ",op->current_weapon_script,22); }; if(op->weapontype && op->weapontype!=op2->weapontype) { FAST_SAVE_LONG(fastbuf,"weapontype ",op->weapontype,11); } if(op->tooltype && op->tooltype!=op2->tooltype) { FAST_SAVE_LONG(fastbuf,"tooltype ",op->tooltype,9); } if (op->elevation && op->elevation != op2->elevation) { FAST_SAVE_LONG(fastbuf,"elevation ",op->elevation,10); } if (op->client_type && op->client_type != op2->client_type) { FAST_SAVE_LONG(fastbuf,"client_type ",op->client_type,12); } if (op->item_power != op2->item_power) { FAST_SAVE_LONG(fastbuf,"item_power ",op->item_power,11); } if (op->duration != op2->duration) FAST_SAVE_LONG(fastbuf,"duration ",op->duration,9); if (op->range != op2->range) FAST_SAVE_LONG(fastbuf,"range ",op->range,6); if (op->range_modifier != op2->range_modifier) FAST_SAVE_LONG(fastbuf,"range_modifier ",op->range_modifier,15); if (op->duration_modifier != op2->duration_modifier) FAST_SAVE_LONG(fastbuf,"duration_modifier ", op->duration_modifier,18); if (op->dam_modifier != op2->dam_modifier) FAST_SAVE_LONG(fastbuf,"dam_modifier ", op->dam_modifier,13); if (op->gen_sp_armour != op2->gen_sp_armour) { FAST_SAVE_LONG(fastbuf,"gen_sp_armour ",op->gen_sp_armour,14); } /* 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(fastbuf,"move_type ",op->move_type,10)*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_type ", get_string_move_type(op->move_type), 10); } if (op->move_block != op2->move_block) { /*FAST_SAVE_LONG(fastbuf,"move_block ",op->move_block,11)*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_block ", get_string_move_type(op->move_block), 11); } if (op->move_allow != op2->move_allow) { /*FAST_SAVE_LONG(fastbuf,"move_allow ",op->move_allow,11);*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_allow ", get_string_move_type(op->move_allow), 11); } if (op->move_on != op2->move_on) { /*FAST_SAVE_LONG(fastbuf,"move_on ",op->move_on,8);*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_on ", get_string_move_type(op->move_on), 8); } if (op->move_off != op2->move_off) { /*FAST_SAVE_LONG(fastbuf,"move_off ",op->move_off,9);*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_off ", get_string_move_type(op->move_off), 9); } if (op->move_slow != op2->move_slow) { /*FAST_SAVE_LONG(fastbuf,"move_slow ",op->move_slow,10);*/ ADD_STRINGLINE_ENTRY(fastbuf,"move_slow ", get_string_move_type(op->move_slow), 10); } if (op->move_slow_penalty != op2->move_slow_penalty) { FAST_SAVE_LONG(fastbuf,"move_slow_penalty ",(long) op->move_slow_penalty,18); } 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(fastbuf,flag_names[tmp],QUERY_FLAG(op, tmp)?" 1":" 0",flag_lens[tmp]); } } } /* Save body locations */ for (i=0; ibody_info[i] != op2->body_info[i]) { FAST_STRCAT(fastbuf,body_locations[i].save_name); FAST_SAVE_LONG(fastbuf," ",op->body_info[i],1); } } FINISH_FASTCAT(fastbuf); if(buf[0]=='\0') /*did not cat anything...*/ return NULL; return buf; } /* * 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(FILE *fp,object_freezer &freezer,object *op, int flag) { archetype *at; char *cp; object *tmp,*old; /* Even if the object does have an owner, it would seem that we should * still save it. */ if(op->owner!=NULL || fp == 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; fprintf(fp,"arch %s\n",at->name); if((cp=get_ob_diff(op,&at->clone))!=NULL) fputs(cp,fp); /* We really should do some status checking on this */ /* 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,freezer,tmp,flag); /* 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. */ else while ((tmp=op->inv)!=NULL) { if(old==tmp) { LOG(llevError," Recursive loop in inventory\n"); break; } save_object(fp,freezer,tmp,flag); old=tmp; } if (!(flag&2)) { remove_ob(op); free_object (op); } fprintf(fp,"end\n"); freezer.put (op); } void insert_event(object* op, int etype, char *ehook, char *eplug, char *eoptions) { event *evt; event *tmp; evt = find_event(op,etype); if (evt == NULL) { evt = (event *)malloc(sizeof(event)); evt->next = NULL; evt->type = etype; evt->hook = NULL; evt->plugin = NULL; evt->options = NULL; if (op->events==NULL) { op->events=evt; } else { for(tmp=op->events;;tmp=tmp->next) { if (tmp->next == NULL) { tmp->next = evt; break; } } } } if (ehook != NULL) FREE_AND_COPY(evt->hook,ehook); if (eplug != NULL) FREE_AND_COPY(evt->plugin,eplug); if (eoptions != NULL) FREE_AND_COPY(evt->options,eoptions); } event* find_event(object* op, int etype) { event *found; for(found=op->events;found!=NULL;found=found->next) { if (found->type == etype) return found; } return NULL; }