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/cvs/deliantra/server/common/loader.l
Revision: 1.18
Committed: Thu Aug 31 17:54:14 2006 UTC (17 years, 8 months ago) by root
Branch: MAIN
CVS Tags: STABLE
Changes since 1.17: +911 -1127 lines
Log Message:
rewrote object serialiser, parser is next

File Contents

# Content
1 %{
2 /*
3 * static char *rcsid_object_c =
4 * "$Id$";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33
34
35 #include <global.h>
36 #include <loader.h>
37 #include <newserver.h>
38 #include <sproto.h>
39
40 #define YY_DECL int lex_load(object *op, object_thawer &thawer, int map_flags)
41
42 static char *yval();
43
44 static int lex_error;
45 static char msgbuf[65536];
46 static char lorebuf[65536];
47
48 /* Maps the MOVE_* values to names */
49 static const char *const move_name[] = {"walk", "fly_low", "fly_high", "swim", "boat",
50 NULL};
51
52 /* This table is only necessary to convert objects that existed before the
53 * spell object conversion to the new object. It was not practical
54 * to go through every mapping looking for every potion, rod, wand, etc
55 * that had a sp set and update to the new value. So this maps the
56 * old spell numbers to the name of the new archs.
57 * If you are adding a new spell, you should not modify this - you
58 * new spell won't have been used, and thus won't have any legacy object.
59 * NULL entries in this table are valid - to denote objects that should
60 * not be updated for whatever reason.
61 */
62 const char *spell_mapping[] = {
63 "spell_magic_bullet", /* 0 */
64 "spell_small_fireball", /* 1 */
65 "spell_medium_fireball", /* 2 */
66 "spell_large_fireball", /* 3 */
67 "spell_burning_hands", /* 4 */
68 "spell_sm_lightning", /* 5 */
69 "spell_large_lightning", /* 6 */
70 "spell_magic_missile", /* 7 */
71 "spell_create_bomb", /* 8 */
72 "spell_summon_golem", /* 9 */
73 "spell_summon_fire_elemental", /* 10 */
74 "spell_summon_earth_elemental", /* 11 */
75 "spell_summon_water_elemental", /* 12 */
76 "spell_summon_air_elemental", /* 13 */
77 "spell_dimension_door", /* 14 */
78 "spell_create_earth_wall", /* 15 */
79 "spell_paralyze", /* 16 */
80 "spell_icestorm", /* 17 */
81 "spell_magic_mapping", /* 18 */
82 "spell_turn_undead", /* 19 */
83 "spell_fear", /* 20 */
84 "spell_poison_cloud", /* 21 */
85 "spell_wonder", /* 22 */
86 "spell_destruction", /* 23 */
87 "spell_perceive_self", /* 24 */
88 "spell_word_of_recall", /* 25 */
89 "spell_invisible", /* 26 */
90 "spell_invisible_to_undead", /* 27 */
91 "spell_probe", /* 28 */
92 "spell_lg_magic_bullet", /* 29 */
93 "spell_improved_invisibility", /* 30 */
94 "spell_holy_word", /* 31 */
95 "spell_minor_healing", /* 32 */
96 "spell_medium_healing", /* 33 */
97 "spell_major_healing", /* 34 */
98 "spell_heal", /* 35 */
99 "spell_create_food", /* 36 */
100 "spell_earth_to_dust", /* 37 */
101 "spell_armour", /* 38 */
102 "spell_strength", /* 39 */
103 "spell_dexterity", /* 40 */
104 "spell_constitution", /* 41 */
105 "spell_charisma", /* 42 */
106 "spell_create_fire_wall", /* 43 */
107 "spell_create_frost_wall", /* 44 */
108 "spell_protection_from_cold", /* 45 */
109 "spell_protection_from_electricity", /* 46 */
110 "spell_protection_from_fire", /* 47 */
111 "spell_protection_from_poison", /* 48 */
112 "spell_protection_from_slow", /* 49 */
113 "spell_protection_from_paralysis", /* 50 */
114 "spell_protection_from_draining", /* 51 */
115 "spell_protection_from_magic", /* 52 */
116 "spell_protection_from_attack", /* 53 */
117 "spell_levitate", /* 54 */
118 "spell_small_speedball", /* 55 */
119 "spell_large_speedball", /* 56 */
120 "spell_hellfire", /* 57 */
121 "spell_dragonbreath", /* 58 */
122 "spell_large_icestorm", /* 59 */
123 "spell_charging", /* 60 */
124 "spell_polymorph", /* 61 */
125 "spell_cancellation", /* 62 */
126 "spell_confusion", /* 63 */
127 "spell_mass_confusion", /* 64 */
128 "spell_summon_pet_monster", /* 65 */
129 "spell_slow", /* 66 */
130 "spell_regenerate_spellpoints", /* 67 */
131 "spell_cure_poison", /* 68 */
132 "spell_protection_from_confusion", /* 69 */
133 "spell_protection_from_cancellation", /* 70 */
134 "spell_protection_from_depletion", /* 71 */
135 "spell_alchemy", /* 72 */
136 "spell_remove_curse", /* 73 */
137 "spell_remove_damnation", /* 74 */
138 "spell_identify", /* 75*/
139 "spell_detect_magic", /* 76 */
140 "spell_detect_monster", /* 77 */
141 "spell_detect_evil", /* 78 */
142 "spell_detect_curse", /* 79 */
143 "spell_heroism", /* 80 */
144 "spell_aggravation", /* 81 */
145 "spell_firebolt", /* 82 */
146 "spell_frostbolt", /* 83 */
147 "spell_shockwave", /* 84 */
148 "spell_color_spray", /* 85 */
149 "spell_haste", /* 86 */
150 "spell_face_of_death", /* 87 */
151 "spell_ball_lightning", /* 88 */
152 "spell_meteor_swarm", /* 89 */
153 "spell_comet", /* 90 */
154 "spell_mystic_fist", /* 91 */
155 "spell_raise_dead", /* 92 */
156 "spell_resurrection", /* 93 */
157 "spell_reincarnation", /* 94 */
158 "spell_immunity_to_cold", /* 95 */
159 "spell_immunity_to_electricity",/* 96 */
160 "spell_immunity_to_fire", /* 97 */
161 "spell_immunity_to_poison", /* 98 */
162 "spell_immunity_to_slow", /* 99 */
163 "spell_immunity_to_paralysis", /* 100 */
164 "spell_immunity_to_draining", /* 101 */
165 "spell_immunity_to_magic", /* 102 */
166 "spell_immunity_to_attack", /* 103 */
167 "spell_invulnerability", /* 104 */
168 "spell_defense", /* 105 */
169 "spell_rune_of_fire", /* 106 */
170 "spell_rune_of_frost", /* 107 */
171 "spell_rune_of_shocking", /* 108 */
172 "spell_rune_of_blasting", /* 109 */
173 "spell_rune_of_death", /* 110 */
174 "spell_marking_rune", /* 111 */
175 "spell_build_director", /* 112 */
176 "spell_create_pool_of_chaos", /* 113 */
177 "spell_build_bullet_wall", /* 114 */
178 "spell_build_lightning_wall", /* 115 */
179 "spell_build_fireball_wall", /* 116 */
180 "spell_magic_rune", /* 117 */
181 "spell_rune_of_magic_drain", /* 118 */
182 "spell_antimagic_rune", /* 119 */
183 "spell_rune_of_transference", /* 120 */
184 "spell_transference", /* 121 */
185 "spell_magic_drain", /* 122 */
186 "spell_counterspell", /* 123 */
187 "spell_disarm", /* 124 */
188 "spell_cure_confusion", /* 125 */
189 "spell_restoration", /* 126 */
190 "was summon evil monster", /* 127 */ /* Not implenented as nothing used it */
191 "spell_counterwall", /* 128 */
192 "spell_cause_light_wounds", /* 129 */
193 "spell_cause_medium_wounds", /* 130 */
194 "spell_cause_heavy_wounds", /* 131 */
195 "spell_charm_monsters", /* 132 */
196 "spell_banishment", /* 133 */
197 "spell_create_missile", /* 134 */
198 "spell_show_invisible", /* 135 */
199 "spell_xray", /* 136 */
200 "spell_pacify", /* 137 */
201 "spell_summon_fog", /* 138 */
202 "spell_steambolt", /* 139 */
203 "spell_command_undead", /* 140 */
204 "spell_holy_orb", /* 141 */
205 "spell_summon_avatar", /* 142 */
206 "spell_holy_possession", /* 143 */
207 "spell_bless", /* 144 */
208 "spell_curse", /* 145 */
209 "spell_regeneration", /* 146 */
210 "spell_consecrate", /* 147 */
211 "spell_summon_cult_monsters", /* 148 */
212 "spell_cause_critical_wounds", /* 149 */
213 "spell_holy_wrath", /* 150 */
214 "spell_retributive_strike", /* 151 */
215 "spell_finger_of_death", /* 152 */
216 "spell_insect_plague", /* 153 */
217 "spell_call_holy_servant", /* 154 */
218 "spell_wall_of_thorns", /* 155 */
219 "spell_staff_to_snake", /* 156 */
220 "spell_light", /* 157 */
221 "spell_darkness", /* 158 */
222 "spell_nightfall", /* 159 */
223 "spell_daylight", /* 160 */
224 "spell_sunspear", /* 161 */
225 "spell_faery_fire", /* 162 */
226 "spell_cure_blindness", /* 163 */
227 "spell_dark_vision", /* 164 */
228 "spell_bullet_swarm", /* 165 */
229 "spell_bullet_storm", /* 166 */
230 "spell_cause_many_wounds", /* 167 */
231 "spell_small_snowstorm", /* 168 */
232 "spell_medium_snowstorm", /* 169 */
233 "spell_large_snowstorm", /* 170 */
234 "spell_cure_disease", /* 171 */
235 "spell_cause_red_death", /* 172 */
236 "spell_cause_flu", /* 173 */
237 "spell_cause_black_death", /* 174 */
238 "spell_cause_leprosy", /* 175 */
239 "spell_cause_smallpox", /* 176 */
240 "spell_cause_white_death", /* 177 */
241 "spell_cause_anthrax", /* 178 */
242 "spell_cause_typhoid", /* 179 */
243 "spell_mana_blast", /* 180 */
244 "spell_small_manaball", /* 181 */
245 "spell_medium_manaball", /* 182 */
246 "spell_large_manaball", /* 183 */
247 "spell_manabolt", /* 184 */
248 "spell_dancing_sword", /* 185 */
249 "spell_animate_weapon", /* 186 */
250 "spell_cause_cold", /* 187 */
251 "spell_divine_shock", /* 188 */
252 "spell_windstorm", /* 189 */
253 "spell_sanctuary", /* 190 */
254 "spell_peace", /* 191 */
255 "spell_spiderweb", /* 192 */
256 "spell_conflict", /* 193 */
257 "spell_rage", /* 194 */
258 "spell_forked_lightning", /* 195 */
259 "spell_poison_fog", /* 196 */
260 "spell_flaming_aura", /* 197 */
261 "spell_vitriol", /* 198 */
262 "spell_vitriol_splash", /* 199 */
263 "spell_iron_skin", /* 200 */
264 "spell_wrathful_eye", /* 201 */
265 "spell_town_portal", /* 202 */
266 "spell_missile_swarm", /* 203 */
267 "spell_cause_rabies", /* 204 */
268 "spell_glyph", /* 205 */
269 NULL
270 };
271
272 #define SET_OR_CLEAR_FLAG(op, flag, val) \
273 { if (val) SET_FLAG(op, flag); else CLEAR_FLAG(op, flag); }
274
275 /* SET_RESIST is really only really needed for transition code. We normally
276 * don't care about multiple values overwriting each other, but this is
277 * to catch items that have multiple protection/immune/vulnerable.
278 * This can be simplified later on to just do the set after all the archs
279 * and maps have been updated.
280 * We always keep the last value because otherwise the value from the
281 * arch may take precedence.
282 * Unfortunately, we will report warnings here simply because an object has
283 * been modified from the arch.
284 */
285 #if 0 /* #if's don't work in #define macros */
286 #define SET_RESIST(op, type, val) \
287 {if (op->resist[type]!=0) { \
288 LOG(llevInfo, "object %s having multiple resistances set, type=%s, old=%d, new=%d\n", \
289 op->name?op->name:(op->arch?op->arch->name:"unknown"), \
290 resist_plus[type], op->resist[type], val); \
291 } op->resist[type] = val; }
292 #else
293 #define SET_RESIST(op, type, val) op->resist[type] = val;
294 #endif
295
296 #define IVAL atoi(yval())
297 #define FVAL atof(yval())
298 extern int arch_init;
299
300 /* Put this here since it is used below */
301 static void set_protection(object *op, uint32 mask, uint16 pro_val)
302 {
303 int i;
304
305 if (!mask) return; /* Unlikely, but might as well check */
306 for (i=0; i<NROFATTACKS; i++) {
307 if (mask & (1<<i)) SET_RESIST(op, i, pro_val);
308 }
309 }
310
311
312 static void set_body_info(object *op, char *params) {
313 int i;
314 char *cp;
315
316 /* go to first space character */
317 for (cp=params; !isspace(*cp); cp++) ;
318
319 *cp++ = 0; /* null it out */
320
321 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
322 if (!strcmp(params, body_locations[i].save_name)) {
323 op->body_info[i] = atoi(cp);
324 return; /* Only one line passed in params */
325 }
326 }
327 LOG(llevError,"set_body_info called with bogus params: %s\n", params);
328 }
329
330 // return a suitable strign describign an objetc in enough detail to find it
331 // used only in check_loaded_object: TODO remove static, move it elsewhere and
332 // use it in more log messages.
333 static char *op_debug_info_ (object *op, char *info)
334 {
335 char info2[256 * 3];
336 char *p = info;
337
338 p += snprintf (p, 256, "%d=\"%s%s%s\"",
339 op->count,
340 op->name ? (const char *)op->name : "(anon)",
341 op->title ? " " : "",
342 op->title ? (const char *)op->title : "");
343
344 if (op->env)
345 p += snprintf (p, 256, "(in %s)", op_debug_info_ (op->env, info2));
346
347 if (op->map)
348 p += snprintf (p, 256, "(on %s@%d+%d)", op->map->path, op->x, op->y);
349
350 return info;
351 }
352
353 static char *op_debug_info (object *op)
354 {
355 static char info[256 * 3];
356
357 return op_debug_info_ (op, info);
358 }
359
360 /* This function checks the object after it has been loaded (when we
361 * get the 'end' in the input stream). This function can be used to
362 * deal with legacy objects where fields may have changed. It can also be used
363 * to check for objects to make sure there are no common errors.
364 */
365 static void check_loaded_object(object *op) {
366 int ip;
367
368 /* We do some specialized handling to handle legacy cases of name_pl.
369 * If the object doesn't have a name_pl, we just use the object name -
370 * this isn't perfect (things won't be properly pluralized), but works to
371 * that degree (5 heart is still quite understandable). But the case we
372 * also have to catch is if this object is not using the normal name for
373 * the object. In that case, we also want to use the loaded name.
374 * Otherwise, what happens is that the the plural name will lose
375 * information (appear as just 'hearts' and not 'goblins heart')
376 */
377 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) {
378 if (op->name_pl) free_string(op->name_pl);
379 op->name_pl = NULL;
380 }
381 if (!op->name_pl) op->name_pl = add_string(op->name);
382
383 /* objects now have a materialname. try to patch it in */
384 if (!(IS_WEAPON(op) && op->level > 0)) {
385 if (op->map != NULL)
386 set_materialname(op, op->map->difficulty, NULL);
387 else
388 set_materialname(op, 5, NULL);
389 }
390 /* only do these when program is first run - a bit
391 * excessive to do this at every run - most of this is
392 * really just to catch any errors - program will still run, but
393 * not in the ideal fashion.
394 */
395 if ((op->type == WEAPON || op->type==BOW) && arch_init) {
396 if (!op->skill) {
397 LOG(llevError,"Weapon %s lacks a skill.\n", op_debug_info (op));
398 } else if ((!strcmp(op->skill,"one handed weapons") && op->body_info[1] != -1) ||
399 (!strcmp(op->skill,"two handed weapons") && op->body_info[1] != -2)) {
400 LOG(llevError,"weapon %s arm usage does not match skill: %d, %s\n",
401 op_debug_info (op), op->body_info[1], op->skill);
402 }
403 }
404
405 /* We changed last_heal to gen_sp_armour, which is what it
406 * really does for many objects. Need to catch any in maps
407 * that may have an old value.
408 */
409 if ((op->type == WEAPON) ||
410 (op->type == ARMOUR) || (op->type == HELMET) ||
411 (op->type == SHIELD) || (op->type == RING) ||
412 (op->type == BOOTS) || (op->type == GLOVES) ||
413 (op->type == AMULET ) || (op->type == GIRDLE) ||
414 (op->type == BRACERS ) || (op->type == CLOAK)) {
415 if (op->last_heal) {
416 LOG(llevDebug,"Object %s still has last_heal set, not gen_sp_armour\n", op_debug_info (op));
417 op->gen_sp_armour = op->last_heal;
418 op->last_heal = 0;
419 }
420 if (editor) ip =0;
421 else ip = calc_item_power(op, 0);
422 /* Legacy objects from before item power was in the game */
423 if (!op->item_power && ip) {
424 if (ip > 3) {
425 LOG(llevDebug,"Object %s had no item power, using %d\n", op_debug_info (op), ip);
426 }
427 op->item_power = ip;
428 }
429 /* Check for possibly bogus values. Has to meet both these criteria -
430 * something that has item_power 1 is probably just fine if our calculated
431 * value is 1 or 2 - these values are small enough that hard to be precise.
432 * similarly, it item_power is 0, the first check will always pass,
433 * but not the second one.
434 */
435 if (ip > 2 *op->item_power && ip > (op->item_power + 3)) {
436 LOG(llevDebug,"Object %s seems to have too low item power? %d > %d\n",
437 op_debug_info (op), ip, op->item_power);
438 }
439
440 }
441 /* Old spellcasting object - need to load in the appropiate object */
442 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN
443 || op->type == FIREWALL ||
444 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
445 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) {
446 object *tmp;
447
448 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
449 * in that spell was stored in sp.
450 */
451 tmp = get_archetype(spell_mapping[op->type == FIREWALL?op->stats.dam:op->stats.sp]);
452 insert_ob_in_ob(tmp, op);
453 op->randomitems = NULL; /* So another spell isn't created for this object */
454 }
455 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
456
457 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) {
458 object *tmp;
459
460 tmp = get_archetype_by_object_name(op->slaying);
461 insert_ob_in_ob(tmp, op);
462 op->randomitems = NULL; /* So another spell isn't created for this object */
463 /* without this, value is all screwed up */
464 op->value = op->arch->clone.value * op->inv->value;
465 }
466
467 if (QUERY_FLAG(op, FLAG_MONSTER)) {
468 if (op->stats.hp > op->stats.maxhp)
469 LOG(llevDebug,"Monster %s has hp set higher than maxhp (%d>%d)\n",
470 op_debug_info (op),
471 op->stats.hp, op->stats.maxhp);
472
473 /* The archs just need to be updated for this */
474 if (op->move_type ==0) op->move_type = MOVE_WALK;
475 }
476 if ((QUERY_FLAG(op,FLAG_GENERATOR) && QUERY_FLAG(op,FLAG_CONTENT_ON_GEN))
477 || op->type == CREATOR
478 || op->type == CONVERTER) {
479 /* Object will duplicate it's content as part of the
480 * generation process. To do this, we must flag inventory
481 * so it remains unevaluated concerning the randomitems and
482 * the living (a demonlord shouldn't cast from inside generator!)
483 */
484 flag_inv(op,FLAG_IS_A_TEMPLATE);
485 }
486
487 /* Handle player movers. We use move_type for player movers
488 * because they operate on their own time (move_on
489 * would potentially cause them to be triggered when someone steps
490 * on them). If move_type is set, presume person knows what they
491 * are doing, otherwise, set move_type based on maxhp value.
492 */
493 if (op->type == PLAYERMOVER) {
494 if (!op->move_type) {
495 if (op->stats.maxhp) {
496 op->move_type = MOVE_ALL;
497 op->stats.maxhp=0;
498 } else {
499 op->move_type = MOVE_WALK;
500 }
501 }
502 }
503
504 }
505
506 /* This extracts the key/value from the yytext field -
507 * calls set_ob_key_value() to actually set the value.
508 * Function basically has to find spaces, strip out extra,
509 * etc. strchr doesn't work as good because could also
510 * be tabs.
511 */
512 static void add_key_value(object * op) {
513 char * key = NULL;
514 char * value = NULL;
515 char * cp;
516 char * end;
517
518 /* First, skip over leading whitespace. */
519 for (cp = yytext; isspace(*cp); cp++) { ; }
520
521 key = cp;
522
523 /* Now look for the end of the key/field name. */
524 for (; !isspace(*cp); cp++) {
525 if (*cp == '\0') {
526 /* Oops, ran out of string! Set the key with an empty value. */
527 set_ob_key_value(op, key, NULL, TRUE);
528 return;
529 }
530 }
531
532 if (*cp == '\0') {
533 set_ob_key_value(op, key, NULL, TRUE);
534 return;
535 }
536
537 /* Chop off the key, and start at the next character. */
538 *cp = '\0';
539 cp++;
540 if (*cp == '\0') {
541 /* Was followed by one space? */
542 set_ob_key_value(op, key, NULL, TRUE);
543 return;
544 }
545
546 /* Now looking for the value. Skip over whitespace. */
547 for (; isspace(*cp); cp++) {
548 if (*cp == '\0') {
549 /* Guess not. */
550 set_ob_key_value(op, key, NULL, TRUE);
551 return;
552 }
553 }
554
555 value = cp;
556
557 /* Got last character before null and strip
558 * off tailing whitespace
559 */
560 for (end = value + (strlen(cp)-1); isspace(*end); end--) {
561 if (end == value) {
562 /* *blink blink* Still no value? */
563 set_ob_key_value(op, key, NULL, TRUE);
564 return;
565 }
566 *end='\0';
567 }
568 set_ob_key_value(op, key, value, TRUE);
569 }
570
571 static void set_move(MoveType *mt, char *params) {
572 char *str;
573 int i, negate;
574
575 if (isdigit(*params)) {
576 *mt = atoi(params);
577 } else {
578 *mt=0;
579 for (str=strtok(params, " "); str; str=strtok(NULL, " ")) {
580 negate=0;
581 if (!strcasecmp(str, "all"))
582 *mt |= MOVE_ALL;
583 else {
584 if (*str=='-') {
585 negate = 1;
586 str++;
587 }
588 for (i=0; move_name[i] != NULL; i++) {
589 if (!strcasecmp(move_name[i], str)) {
590 if (negate) {
591 *mt &= ~(1<<i);
592 } else {
593 *mt |= (1<<i);
594 }
595 break;
596 }
597 }
598 if (move_name[i] == NULL) {
599 /* fly is a special case - covers both fly_low and
600 * fly_high - since it doesn't match to a specific
601 * single bit, have to special case it.
602 */
603 if (!strcasecmp(str,"flying")) {
604 if (negate) {
605 *mt &= ~MOVE_FLYING;
606 } else {
607 *mt |= MOVE_FLYING;
608 }
609 } else {
610 LOG(llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str);
611 }
612 }
613 } /* Else not all move types */
614 } /* for strtok */
615 } /* Else not a numeric value */
616 }
617
618 %}
619
620
621
622 S [ \t]+.*
623 WS [ \t]*
624 A .+
625
626 %x MESSAGE
627 %x LORE
628 %x SCRIPT
629
630 /* Don't have to link with -lfl with this */
631 %option noyywrap
632
633 /* need yy_push_state, yy_pop_state */
634 %option stack
635
636 %%
637
638 %{
639 /* Declare some local variables */
640 int ismore=0;
641
642 lex_error=0;
643
644 %}
645
646 ^msg{WS}$ { BEGIN( MESSAGE ); msgbuf[0]='\0'; }
647 <MESSAGE>^endmsg{WS}$ { BEGIN( INITIAL );
648 /* Just print a warning so we can be reasonably safe
649 * about not overflowing the buffer.
650 */
651 if (strlen(msgbuf) >= HUGE_BUF)
652 {
653 LOG(llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n",
654 HUGE_BUF, strlen(op->msg),op->msg);
655 op->msg = add_string ("ERROR, please report: string too long, winged.\n");
656 }
657 else
658 op->msg = add_string (msgbuf);
659 }
660 <MESSAGE>.* {strcat(msgbuf, yytext); strcat(msgbuf,"\n"); }
661
662 ^lore{WS}$ { BEGIN( LORE ); lorebuf[0]='\0'; }
663 <LORE>^endlore{WS}$ { BEGIN( INITIAL );
664 op->lore=add_string(lorebuf);
665 /* Just print a warning so we can be reasonably safe
666 * about not overflowing the buffer.
667 */
668 if (strlen(op->lore) > (HUGE_BUF/2))
669 LOG(llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
670 HUGE_BUF/2, HUGE_BUF, strlen(op->lore),op->lore);
671 }
672 <LORE>.* {strcat(lorebuf, yytext); strcat(lorebuf,"\n"); }
673
674 ^object{S} { char *yv=yval();
675
676 if (*yv=='\0') {
677 LOG(llevError,"Object lacks name.\n");
678 return LL_IGNORED;
679 }
680 if (!arch_init) {
681 LOG(llevError,"Got object info when not in arch_init (%s)?\n", yv);
682 } else {
683 if (op->arch!=NULL) op->arch->name=add_string(yv);
684 op->name = add_string(yv);
685 }
686 }
687
688 ^name{S} { char *yv=yval();
689
690 if (*yv=='\0') LOG(llevError,"Name without val\n");
691 else FREE_AND_COPY(op->name, yv);
692 }
693 ^name_pl{S} { char *yv=yval();
694
695 if (*yv=='\0') LOG(llevError,"Name without val\n");
696 else FREE_AND_COPY(op->name_pl, yv);
697 }
698 ^attach{S} { char *yv=yval();
699 if (*yv)
700 op->attach = add_string (yv);
701 }
702 ^skill{S} FREE_AND_COPY(op->skill,yval());
703 ^custom_name{S} { char *yv=yval();
704
705 if (*yv=='\0') LOG(llevError,"Custom name without val\n");
706 else FREE_AND_COPY(op->custom_name, yv);
707 }
708 ^race{S} FREE_AND_COPY(op->race,yval());
709 ^slaying{S} FREE_AND_COPY(op->slaying, yval());
710 ^inventory.*$ LOG(llevError,"Got depreciated Inventory command?\n");
711
712
713 ^arch{S} { /* If op->arch has been set, then this new object
714 * must be part of the inventory. So process
715 * appropriately.
716 */
717 if (op->arch) {
718 object *tmp;
719 char *yv=yval();
720
721 archetype *arch = find_archetype(yv);
722 if (arch!=NULL)
723 tmp = arch_to_object (arch);
724 else {
725 tmp = get_object ();
726 if (tmp->name) free_string(tmp->name);
727 /* record the name of the broken object */
728 tmp->name = add_string(yv);
729 }
730 strcpy(msgbuf, "");
731 strcpy(lorebuf, "");
732 lex_load(tmp, thawer, map_flags);
733 if (tmp->arch) {
734 insert_ob_in_ob(tmp,op);
735 }
736 else {
737 LOG(llevDebug,"Discarding object without arch: %s\n", tmp->name?(const char *)tmp->name:"(null)");
738 free_object(tmp);
739 }
740 }
741 /* This is the actual archetype definition then */
742 else {
743 char *yv=yval();
744
745 op->arch=find_archetype(yv);
746 if (op->arch!=NULL) {
747 copy_object(&op->arch->clone,op);
748 } else if (!arch_init) {
749 if (op->name) free_string(op->name);
750 /* record the name of the broken object */
751 op->name = add_string(yv);
752 }
753 }
754 }
755
756 ^other_arch{S} op->other_arch=find_archetype(yval());
757 ^animation{S} {
758 if (strcmp (yval(), "NONE") == 0) {
759 op->animation_id = 0;
760 CLEAR_FLAG (op, FLAG_ANIMATE);
761 } else {
762 op->animation_id = find_animation (yval());
763 SET_FLAG (op, FLAG_ANIMATE);
764 }
765 }
766
767 ^more{WS}$ { /* We need to record that this is a multipart object,
768 * so the calling function can glue things back together
769 */
770 ismore=1;
771 }
772 ^end{WS}$ { check_loaded_object(op);
773
774 if (!arch_init)
775 op->instantiate ();
776
777 if (ismore) return LL_MORE;
778 else return LL_NORMAL;
779 }
780 ^oid{S} {
781 thawer.get (op, IVAL);
782 }
783 ^last_heal{S} op->last_heal = IVAL;
784 ^last_sp{S} op->last_sp = IVAL;
785 ^last_grace{S} op->last_grace = IVAL;
786 ^last_eat{S} op->last_eat = IVAL;
787 ^speed{S} { op->speed = FVAL;
788 if (!(map_flags & MAP_STYLE)) {
789 if (op->speed<0) op->speed_left = op->speed_left-RANDOM()%100/100.0;
790 update_ob_speed(op);
791 }
792 }
793 ^speed_left{S} op->speed_left = FVAL;
794 ^slow_move{S} { op->move_slow |= MOVE_WALK;
795 op->move_slow_penalty = FVAL;
796 }
797 ^title{S} { char *y=yval();
798 if (*y=='\0') LOG(llevError,"Title without value.\n");
799 else FREE_AND_COPY(op->title, y);
800 }
801
802 ^face{S} op->face = &new_faces[FindFace(yval(), 0)];
803 ^str{S} op->stats.Str = IVAL;
804 ^dex{S} op->stats.Dex = IVAL;
805 ^con{S} op->stats.Con = IVAL;
806 ^wis{S} op->stats.Wis = IVAL;
807 ^cha{S} op->stats.Cha = IVAL;
808 ^int{S} op->stats.Int = IVAL;
809 ^pow{S} op->stats.Pow = IVAL;
810 ^hp{S} op->stats.hp = IVAL;
811 ^maxhp{S} op->stats.maxhp = IVAL;
812 ^sp{S} op->stats.sp = IVAL;
813 ^maxsp{S} op->stats.maxsp = IVAL;
814 ^grace{S} op->stats.grace = IVAL;
815 ^maxgrace{S} op->stats.maxgrace = IVAL;
816 ^exp{S} op->stats.exp = atoll(yval());
817 ^perm_exp{S} op->perm_exp = atoll(yval());
818 ^food{S} op->stats.food = IVAL;
819 ^dam{S} op->stats.dam = IVAL;
820 ^wc{S} op->stats.wc = IVAL;
821 ^ac{S} op->stats.ac = IVAL;
822 ^x{S} {op->x = IVAL; op->ox= op->x; }
823 ^y{S} {op->y = IVAL; op->oy= op->y; }
824 ^nrof{S} op->nrof= atol(yval());
825 ^level{S} op->level = IVAL;
826 ^direction{S} op->direction = IVAL;
827 ^type{S} op->type = IVAL;
828 ^subtype{S} op->subtype = IVAL;
829 ^material{S} op->material = IVAL;
830 ^materialname{S} { char *yv=yval();
831 if (*yv=='\0')
832 LOG(llevError,"Materialname without val\n");
833 else
834 FREE_AND_COPY(op->materialname, yv);
835 }
836
837 ^value{S} op->value = IVAL;
838 ^weight{S} op->weight = atol(yval());
839 ^carrying{S} op->carrying = atol(yval());
840 ^attacktype{S} op->attacktype = IVAL;
841 ^path_attuned{S} op->path_attuned = IVAL;
842 ^path_repelled{S} op->path_repelled = IVAL;
843 ^path_denied{S} op->path_denied = IVAL;
844 ^invisible{S} op->invisible = IVAL;
845 ^magic{S} op->magic = IVAL;
846 ^state{S} op->state = IVAL;
847 ^alive{S} SET_OR_CLEAR_FLAG(op, FLAG_ALIVE, IVAL);
848 ^applied{S} SET_OR_CLEAR_FLAG(op, FLAG_APPLIED, IVAL);
849 ^unpaid{S} SET_OR_CLEAR_FLAG(op, FLAG_UNPAID, IVAL);
850 ^need_an{S} { /* not used - just ignore */ }
851 ^need_ie{S} { /* not used - jsut ignore */ }
852 ^is_animated{S} SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL);
853 ^no_pick{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL);
854
855 %{ /* These are all legacy - any new objects should use the move_ .. values */
856 %}
857 ^no_pass{S} { if (IVAL) op->move_block = MOVE_ALL; else op->move_block=0; }
858 ^walk_on{S} { if (IVAL) op->move_on |= MOVE_WALK; else op->move_on &= ~MOVE_WALK; }
859 ^walk_off{S} { if (IVAL) op->move_off |= MOVE_WALK; else op->move_off &= ~MOVE_WALK; }
860 ^fly_on{S} { if (IVAL) op->move_on |= MOVE_FLY_LOW; else op->move_on &= ~MOVE_FLY_LOW; }
861 ^fly_off{S} { if (IVAL) op->move_off |= MOVE_FLY_LOW; else op->move_off &= ~MOVE_FLY_LOW; }
862 ^flying{S} { if (IVAL) op->move_type |= MOVE_FLY_LOW; else op->move_type &= ~MOVE_FLY_LOW; }
863
864 %{ /* These are the new values */
865 %}
866 ^move_block{S} set_move(&op->move_block, yval());
867 ^move_allow{S} set_move(&op->move_allow, yval());
868 ^move_type{S} set_move(&op->move_type, yval());
869 ^move_on{S} set_move(&op->move_on, yval());
870 ^move_off{S} set_move(&op->move_off, yval());
871 ^move_slow{S} set_move(&op->move_slow, yval());
872 ^move_slow_penalty{S} op->move_slow_penalty = FVAL;
873
874
875 ^monster{S} SET_OR_CLEAR_FLAG(op, FLAG_MONSTER, IVAL);
876 ^neutral{S} SET_OR_CLEAR_FLAG(op, FLAG_NEUTRAL, IVAL);
877 ^no_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_ATTACK, IVAL);
878 ^no_damage{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DAMAGE, IVAL);
879 ^friendly{S} { if (IVAL) {
880 SET_FLAG(op, FLAG_FRIENDLY);
881 if (op->type != PLAYER)
882 add_friendly_object (op);
883 }
884 else CLEAR_FLAG(op, FLAG_FRIENDLY);
885 }
886 ^generator{S} SET_OR_CLEAR_FLAG(op, FLAG_GENERATOR, IVAL);
887 ^use_content_on_gen{S} SET_OR_CLEAR_FLAG (op,FLAG_CONTENT_ON_GEN, IVAL);
888 ^is_thrown{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_THROWN, IVAL);
889 ^auto_apply{S} SET_OR_CLEAR_FLAG(op, FLAG_AUTO_APPLY, IVAL);
890 ^treasure{S} SET_OR_CLEAR_FLAG(op, FLAG_TREASURE, IVAL);
891 ^see_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_INVISIBLE, IVAL);
892 ^can_roll{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_ROLL, IVAL);
893 ^overlay_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_OVERLAY_FLOOR, IVAL);
894 ^is_turnable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_TURNABLE, IVAL);
895 ^is_used_up{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_USED_UP, IVAL);
896 ^identified{S} { if (IVAL) {
897 SET_FLAG(op, FLAG_IDENTIFIED);
898 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
899 }
900 else CLEAR_FLAG(op, FLAG_IDENTIFIED);
901 }
902 ^reflecting{S} SET_OR_CLEAR_FLAG(op, FLAG_REFLECTING, IVAL);
903 ^changing{S} SET_OR_CLEAR_FLAG(op, FLAG_CHANGING, IVAL);
904 ^splitting{S} SET_OR_CLEAR_FLAG(op, FLAG_SPLITTING, IVAL);
905 ^hitback{S} SET_OR_CLEAR_FLAG(op, FLAG_HITBACK, IVAL);
906 ^startequip{S} SET_OR_CLEAR_FLAG(op, FLAG_STARTEQUIP, IVAL);
907 ^blocksview{S} SET_OR_CLEAR_FLAG(op, FLAG_BLOCKSVIEW, IVAL);
908 ^editable{S} op->arch->editable = IVAL;
909 ^editor_folder{S} { }
910 ^undead{S} SET_OR_CLEAR_FLAG(op, FLAG_UNDEAD, IVAL);
911 ^scared{S} SET_OR_CLEAR_FLAG(op, FLAG_SCARED, IVAL);
912 ^unaggressive{S} SET_OR_CLEAR_FLAG(op, FLAG_UNAGGRESSIVE, IVAL);
913 ^reflect_missile{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_MISSILE, IVAL);
914 ^reflect_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_SPELL, IVAL);
915 ^no_magic{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_MAGIC, IVAL);
916 ^wiz{S} { if (IVAL) {
917 SET_FLAG(op, FLAG_WIZ);
918 SET_FLAG(op, FLAG_WAS_WIZ);
919 SET_FLAG(op, FLAG_WIZPASS);
920 SET_FLAG(op, FLAG_WIZCAST);
921 }
922 else {
923 CLEAR_FLAG(op, FLAG_WIZ);
924 CLEAR_FLAG(op, FLAG_WIZPASS);
925 CLEAR_FLAG(op, FLAG_WIZCAST);
926 }
927 }
928 ^was_wiz{S} SET_OR_CLEAR_FLAG(op, FLAG_WAS_WIZ, IVAL);
929 ^no_fix_player{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER, IVAL);
930 ^is_lightable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_LIGHTABLE, IVAL);
931 ^tear_down{S} SET_OR_CLEAR_FLAG(op, FLAG_TEAR_DOWN, IVAL);
932 ^luck{S} op->stats.luck = IVAL;
933 ^run_away{S} op->run_away = IVAL;
934 ^pick_up{S} op->pick_up = IVAL;
935 ^item_power{S} op->item_power = IVAL;
936 ^gen_sp_armour{S} op->gen_sp_armour = IVAL;
937 ^anim_speed{S} op->anim_speed = IVAL;
938 ^container{S} op->weight_limit = IVAL;
939 ^no_drop{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DROP, IVAL);
940 ^will_apply{S} op->will_apply = IVAL;
941 ^random_movement{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
942 ^can_apply{S} { }
943 ^can_use_shield{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SHIELD, IVAL);
944 ^can_cast_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_CAST_SPELL, IVAL);
945 ^can_use_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SCROLL, IVAL);
946 ^can_use_range{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
947 ^can_use_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_BOW, IVAL);
948 ^can_use_armour{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ARMOUR, IVAL);
949 ^can_use_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_WEAPON, IVAL);
950 ^can_use_ring{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RING, IVAL);
951 ^has_ready_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_BOW, IVAL);
952 ^xrays{S} SET_OR_CLEAR_FLAG(op, FLAG_XRAYS, IVAL);
953 ^is_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_FLOOR, IVAL);
954 ^lifesave{S} SET_OR_CLEAR_FLAG(op, FLAG_LIFESAVE, IVAL);
955 ^no_strength{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STRENGTH, IVAL);
956 ^sleep{S} {
957 SET_OR_CLEAR_FLAG(op, FLAG_SLEEP, IVAL);
958 /*(LOG(llevDebug," Warning: Object %s has sleep set in arch.\n",op->name);*/
959 }
960 ^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, IVAL);
961 ^random_move{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
962 ^only_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_ONLY_ATTACK, IVAL);
963
964 ^activate_on_push{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_PUSH, IVAL);
965 ^activate_on_release{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_RELEASE, IVAL);
966
967 /* armour is loaded for compatiblity reasons */
968 ^armour{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
969 /* Start of various attacktypes */
970 ^resist_physical{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
971 ^resist_magic{S} SET_RESIST(op, ATNR_MAGIC, IVAL);
972 ^resist_fire{S} SET_RESIST(op, ATNR_FIRE, IVAL);
973 ^resist_electricity{S} SET_RESIST(op, ATNR_ELECTRICITY, IVAL);
974 ^resist_cold{S} SET_RESIST(op, ATNR_COLD, IVAL);
975 ^resist_confusion{S} SET_RESIST(op, ATNR_CONFUSION, IVAL);
976 ^resist_acid{S} SET_RESIST(op, ATNR_ACID, IVAL);
977 ^resist_drain{S} SET_RESIST(op, ATNR_DRAIN, IVAL);
978 ^resist_weaponmagic{S} SET_RESIST(op, ATNR_WEAPONMAGIC, IVAL);
979 ^resist_ghosthit{S} SET_RESIST(op, ATNR_GHOSTHIT, IVAL);
980 ^resist_poison{S} SET_RESIST(op, ATNR_POISON, IVAL);
981 ^resist_slow{S} SET_RESIST(op, ATNR_SLOW, IVAL);
982 ^resist_paralyze{S} SET_RESIST(op, ATNR_PARALYZE, IVAL);
983 ^resist_turn_undead{S} SET_RESIST(op, ATNR_TURN_UNDEAD, IVAL);
984 ^resist_fear{S} SET_RESIST(op, ATNR_FEAR, IVAL);
985 ^resist_cancellation{S} SET_RESIST(op, ATNR_CANCELLATION, IVAL);
986 ^resist_deplete{S} SET_RESIST(op, ATNR_DEPLETE, IVAL);
987 ^resist_death{S} SET_RESIST(op, ATNR_DEATH, IVAL);
988 ^resist_chaos{S} SET_RESIST(op, ATNR_CHAOS, IVAL);
989 ^resist_counterspell{S} SET_RESIST(op, ATNR_COUNTERSPELL, IVAL);
990 ^resist_godpower{S} SET_RESIST(op, ATNR_GODPOWER, IVAL);
991 ^resist_holyword{S} SET_RESIST(op, ATNR_HOLYWORD, IVAL);
992 ^resist_blind{S} SET_RESIST(op, ATNR_BLIND, IVAL);
993 ^resist_internal{S} SET_RESIST(op, ATNR_INTERNAL, IVAL);
994 ^resist_life_stealing{S} SET_RESIST(op, ATNR_LIFE_STEALING, IVAL);
995 ^resist_disease{S} SET_RESIST(op, ATNR_DISEASE, IVAL);
996
997 /* Old style resistances */
998 ^immune{S} set_protection(op, IVAL, RESIST_IMMUNE);
999 ^protected{S} set_protection(op, IVAL, RESIST_PROT);
1000 ^vulnerable{S} set_protection(op, IVAL, (uint16) RESIST_VULN);
1001
1002 /* old values - keep them around for now, but they should be removed at some point */
1003 ^has_ready_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
1004 ^has_ready_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
1005 ^has_ready_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
1006 ^can_use_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
1007
1008 ^attack_movement{S} op->attack_movement = IVAL;
1009 ^move_state{S} op->move_status = IVAL;
1010 ^confused{S} SET_OR_CLEAR_FLAG(op, FLAG_CONFUSED, IVAL);
1011 ^stealth{S} SET_OR_CLEAR_FLAG(op, FLAG_STEALTH, IVAL);
1012 ^connected{S} add_button_link(op, op->map, IVAL);
1013 ^cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_CURSED, IVAL);
1014 ^damned{S} SET_OR_CLEAR_FLAG(op, FLAG_DAMNED, IVAL);
1015 ^see_anywhere{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_ANYWHERE, IVAL);
1016 ^known_magical{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL, IVAL);
1017 ^known_cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_CURSED, IVAL);
1018 ^can_use_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_USE_SKILL, IVAL);
1019 ^been_applied{S} SET_OR_CLEAR_FLAG(op, FLAG_BEEN_APPLIED, IVAL);
1020 ^has_ready_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SCROLL, IVAL);
1021 ^can_use_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ROD, IVAL);
1022 ^can_use_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_HORN, IVAL);
1023 ^expmul{S} op->expmul = FVAL;
1024 ^unique{S} SET_OR_CLEAR_FLAG(op, FLAG_UNIQUE, IVAL);
1025 ^make_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_MAKE_INVIS, IVAL);
1026 ^inv_locked{S} SET_OR_CLEAR_FLAG(op, FLAG_INV_LOCKED, IVAL);
1027 ^is_wooded{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WOODED, IVAL);
1028 ^is_hilly{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_HILLY, IVAL);
1029 ^is_water{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WATER, IVAL);
1030 ^has_ready_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SKILL, IVAL);
1031 ^has_ready_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_WEAPON, IVAL);
1032 ^no_skill_ident{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT, IVAL);
1033 ^glow_radius{S} op->glow_radius = IVAL;
1034 ^is_blind{S} SET_OR_CLEAR_FLAG(op, FLAG_BLIND, IVAL);
1035 ^can_see_in_dark{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_IN_DARK, IVAL);
1036 ^is_cauldron{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_CAULDRON, IVAL);
1037 ^randomitems{S} op->randomitems = find_treasurelist(yval());
1038 ^no_steal{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STEAL, IVAL);
1039 ^one_hit{S} SET_OR_CLEAR_FLAG(op, FLAG_ONE_HIT, IVAL);
1040 ^berserk{S} SET_OR_CLEAR_FLAG(op, FLAG_BERSERK, IVAL);
1041
1042 ^can_knockback{S} { /* Some archetypes have these values in them */ }
1043 ^can_parry{S} { /* Probably the pupland archetypes - I imagined */ }
1044 ^can_impale{S} { /* That these are for the new combat code */ }
1045 ^can_cut{S} { /* just ignore for now */ }
1046 ^can_dam_armour{S} { }
1047 ^weapontype{S} op->weapontype = IVAL;
1048 ^tooltype{S} op->tooltype = IVAL;
1049 ^casting_time{S} op->casting_time = (sint16) FVAL;
1050 ^elevation{S} op->elevation = IVAL;
1051 ^smoothlevel{S} op->smoothlevel = IVAL;
1052 ^client_type{S} op->client_type = IVAL;
1053 ^body_{A} set_body_info(op, yytext);
1054 ^duration{S} op->duration = IVAL;
1055 ^range{S} op->range = IVAL;
1056 ^range_modifier{S} op->range_modifier = IVAL;
1057 ^dam_modifier{S} op->dam_modifier = IVAL;
1058 ^duration_modifier{S} op->duration_modifier = IVAL;
1059 ^is_buildable{S} SET_OR_CLEAR_FLAG( op, FLAG_IS_BUILDABLE, IVAL );
1060
1061 ^event_ {
1062 LOG (llevError, "stray event_* in map file, skipping.");
1063 }
1064
1065 <*>(^{WS}$)|\n {/* ignore empty lines, newlines we don't do above */}
1066 #.*\n {}
1067
1068 <<EOF>> {/* If we got an error, return the error. Otherwise, return that we got EOF */
1069 if (lex_error!=0) return lex_error; else return LL_EOF;}
1070 .* { add_key_value(op); }
1071 %%
1072
1073
1074 int yyerror(char *s)
1075 {
1076 LOG(llevError, "%s: %s\n", s, yytext);
1077 return -1;
1078 }
1079
1080
1081 /* Our save file syntax is very simple, so we can use a very simple
1082 * processing mechanism here instead using something like bison
1083 * This skips over the space and returns the value, or "" if no value
1084 * is found. Modified 4/26/2000 to also strip spaces at end of
1085 * line
1086 */
1087 static char *yval()
1088 {
1089 static char *em="";
1090 char *cp,*end;
1091
1092 /* First skip over start of line, like animation or name */
1093 for (cp=yytext; *cp!=' '; cp++) {
1094 if (*cp=='\0') {
1095 return em;
1096 }
1097 }
1098
1099 /* Skip over whitespace */
1100 for (; *cp==' '; cp++) {
1101 if (*cp=='\0') {
1102 return em;
1103 }
1104 }
1105 /* Got last character before null and strip
1106 * off tailing whitespace
1107 */
1108 for (end=cp+strlen(cp)-1; *end==' '; end--) {
1109 if (end==cp) return em;
1110 *end='\0';
1111 }
1112 return cp;
1113 }
1114
1115
1116 /*
1117 * Loads an object from the given file-pointer.
1118 * Variables will be read and parsed and patched into the object
1119 * until the string "end" is reached, or the end of the file.
1120 *
1121 * bufstat is used to determine various file attributes:
1122 * LO_REPATE (0): We are reading from the same buffer as the last call.
1123 * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions
1124 * will also be reading from this (treasure file, artifacts.)
1125 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
1126 * be reset.
1127 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
1128 *
1129 */
1130
1131 int load_object(object_thawer &fp, object *op, int bufstate, int map_flags) {
1132 int retval;
1133 char inbuf[MAX_BUF];
1134
1135 strcpy(msgbuf, "");
1136 strcpy(lorebuf, "");
1137 if (bufstate==LO_NEWFILE || bufstate==LO_NOREAD) {
1138 /* LOG(llevDebug,"Switching lex buffers\n");*/
1139 yy_delete_buffer(YY_CURRENT_BUFFER);
1140 yy_switch_to_buffer(yy_create_buffer(fp, YY_BUF_SIZE));
1141 if (bufstate==LO_NOREAD) return LL_NORMAL;
1142 }
1143 if (bufstate==LO_LINEMODE) {
1144 YY_BUFFER_STATE yybufstate;
1145 while (fgets(inbuf, MAX_BUF-3, fp)) {
1146 yybufstate=yy_scan_string(inbuf);
1147 retval=lex_load(op, fp, map_flags);
1148 yy_delete_buffer(yybufstate);
1149 if (retval==LL_NORMAL) return retval;
1150 }
1151 LOG(llevDebug,"Got eof while scanning strings\n");
1152 return LL_EOF;
1153 }
1154
1155 retval=lex_load(op, fp, map_flags);
1156
1157 /* LOG(llevDebug," load completed, object=%s\n",op->name);*/
1158 return retval;
1159 }
1160
1161
1162 /* This takes a buffer, scans it for variables, and sets those variables
1163 * as appropriate in op.
1164 *
1165 * This function appears to be used in only 2 places - in crossedit to
1166 * override values and in c_wiz to mutate values.
1167 */
1168 int set_variable(object *op,char *buf) {
1169 YY_BUFFER_STATE yybufstate,yycurbuf=YY_CURRENT_BUFFER;
1170 int retval;
1171 object_thawer thawer (0);
1172
1173 strcpy(msgbuf, "");
1174 strcpy(lorebuf, "");
1175 yy_push_state(INITIAL);
1176 yybufstate=yy_scan_string(buf);
1177 retval=lex_load(op,thawer,0);
1178 yy_switch_to_buffer(yycurbuf);
1179 yy_delete_buffer(yybufstate);
1180 yy_pop_state();
1181 return retval;
1182 }
1183
1184 /* Start of C code */
1185
1186 /* This array equates the FLAG_ values with the V_ values. Use -1 to
1187 * put gaps in the array that should not be processed.
1188 * The order matches the order of the define values in 'define.h'.
1189 */
1190 /* This is a list of pointers that correspond to the FLAG_.. values.
1191 * This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
1192 * the 15'th element of this array should match that name.
1193 * If an entry is NULL, that is a flag not to loaded/saved.
1194 */
1195 static const char *const flag_names[NUM_FLAGS+1] = {
1196 "alive", "wiz", NULL, NULL, "was_wiz", "applied", "unpaid",
1197 "can_use_shield", "no_pick", NULL /* walk_on*/, NULL /* no_pass */, /* 10 */
1198 "is_animated", NULL /* slow_move */,
1199 NULL /* flying */, "monster", "friendly", "generator",
1200 "is_thrown", "auto_apply", "treasure", "player sold", /* 20 */
1201 "see_invisible", "can_roll", "overlay_floor",
1202 "is_turnable", NULL /* walk_off */, NULL /* fly_on */,
1203 NULL /*fly_off*/, "is_used_up", "identified", "reflecting", /* 30 */
1204 "changing", "splitting", "hitback", "startequip",
1205 "blocksview", "undead", "scared", "unaggressive",
1206 "reflect_missile", "reflect_spell", /* 40 */
1207 "no_magic", "no_fix_player", "is_lightable", "tear_down",
1208 "run_away", NULL /*pass_thru */, NULL /*can_pass_thru*/,
1209 "pick_up", "unique", "no_drop", /* 50 */
1210 NULL /* wizcast*/, "can_cast_spell", "can_use_scroll", "can_use_range",
1211 "can_use_bow", "can_use_armour", "can_use_weapon",
1212 "can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */
1213 "xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep",
1214 "stand_still", "random_move", "only_attack", "confused", /* 70 */
1215 "stealth", NULL, NULL, "cursed", "damned",
1216 "see_anywhere", "known_magical", "known_cursed",
1217 "can_use_skill", "been_applied", /* 80 */
1218 "has_ready_scroll", "can_use_rod", NULL,
1219 "can_use_horn", "make_invisible", "inv_locked", "is_wooded",
1220 "is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */
1221 "no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron",
1222 "is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */
1223 "no_attack", "no_damage", NULL, NULL, "activate_on_push",
1224 "activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */
1225 NULL
1226 };
1227
1228
1229 /*
1230 * Initialises the array of variable-names. Needed before any
1231 * objects can be loaded. Called by init_library().
1232 */
1233
1234 void init_vars() {
1235 }
1236
1237 /* This returns a string of the integer movement type */
1238 static char* get_string_move_type(MoveType mt)
1239 {
1240 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1241 int i, all_count=0, count;
1242
1243 strcpy(retbuf,"");
1244 strcpy(retbuf_all," all");
1245
1246 /* Quick check, and probably fairly common */
1247 if (mt == MOVE_ALL) return retbuf_all+1;
1248 if (mt == 0) {
1249 strcpy(retbuf,"0");
1250 return retbuf;
1251 }
1252
1253 /* We basically slide the bits down. Why look at MOVE_ALL?
1254 * because we may want to return a string like 'all -swim',
1255 * and if we just looked at mt, we couldn't get that.
1256 */
1257 for (i=MOVE_ALL, count=0; i!=0; i >>= 1, count++) {
1258 if (mt & (1<<count)) {
1259 strcat(retbuf, " ");
1260 strcat(retbuf, move_name[count]);
1261 } else {
1262 strcat(retbuf_all, " -");
1263 strcat(retbuf_all, move_name[count]);
1264 all_count++;
1265 }
1266 }
1267 /* Basically, if there is a single negation, return it, eg
1268 * 'all -swim'. But more than that, just return the
1269 * enumerated values. It doesn't make sense to return
1270 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1271 */
1272 if (all_count <=1) return retbuf_all+1;
1273 else return retbuf+1;
1274 }
1275
1276
1277 /*
1278 * Returns a pointer to a static string which contains all variables
1279 * which are different in the two given objects. op is the what object
1280 * the different values will be taken from. This function is
1281 * typically used to dump objects (op2=empty object), or to save objects
1282 * (op2 is the objects original archetype)
1283 * Note by MSW 2003-09-22: It's a bug that we need to pass entrysize -
1284 * we should use strlen entryname instead. Any smart compiler should
1285 * optimize that out.
1286 */
1287
1288
1289 #define ADD_STRINGLINE_ENTRY(buf__,entryname__,entryvalue__,entrysize__){\
1290 FAST_STRNCAT(buf__,entryname__,entrysize__);\
1291 FAST_STRCAT(buf__,entryvalue__);\
1292 FAST_STRNCAT(buf__,"\n",1);}
1293 #define FAST_SAVE_LONG(buf__,entryname__,entryvalue__,entrysize__) \
1294 ADD_STRINGLINE_ENTRY(buf__,entryname__,ltostr10(entryvalue__),entrysize__)
1295 #define FAST_SAVE_DOUBLE(buf__,entryname__,entryvalue__,entrysize__) \
1296 ADD_STRINGLINE_ENTRY(buf__,entryname__,doubletostr10(entryvalue__),entrysize__)
1297
1298
1299
1300 // compare *op against *tmp and output differences
1301 void
1302 put (object_freezer &f, object *op, object *tmp)
1303 {
1304 int i;
1305
1306 /* This saves the key/value lists. We do it first so that any
1307 * keys that match field names will be overwritten by the loader.
1308 */
1309 for (key_value *my_field = op->key_values; my_field != NULL; my_field = my_field->next)
1310 {
1311 /* Find the field in the opposing member. */
1312 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1313
1314 /* If there's no partnering field, or it's got a different value, save our field. */
1315 if (arch_field == NULL || my_field->value != arch_field->value)
1316 f.put (my_field->key, my_field->value);
1317 }
1318
1319 /* We don't need to worry about the arch's extra fields - they
1320 * will get taken care of the copy_object function.
1321 */
1322
1323 # define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v)
1324 # define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v)
1325
1326 CMP_OUT (name);
1327 CMP_OUT (name_pl);
1328 CMP_OUT (custom_name);
1329 CMP_OUT (title);
1330 CMP_OUT (race);
1331 CMP_OUT (slaying);
1332
1333 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg);
1334 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1335
1336 CMP_OUT (other_arch);
1337 CMP_OUT (face);
1338
1339 if (op->animation_id != tmp->animation_id)
1340 if (op->animation_id)
1341 {
1342 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1343
1344 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1345 f.put (KW_is_animated, 0);
1346 }
1347 else
1348 f.put (KW_animation, "NONE");
1349
1350 CMP_OUT2 (str , stats.Str);
1351 CMP_OUT2 (dex , stats.Dex);
1352 CMP_OUT2 (con , stats.Con);
1353 CMP_OUT2 (wis , stats.Wis);
1354 CMP_OUT2 (pow , stats.Pow);
1355 CMP_OUT2 (cha , stats.Cha);
1356 CMP_OUT2 (int , stats.Int);
1357 CMP_OUT2 (hp , stats.hp);
1358 CMP_OUT2 (maxhp , stats.maxhp);
1359 CMP_OUT2 (sp , stats.sp);
1360 CMP_OUT2 (maxsp , stats.maxsp);
1361 CMP_OUT2 (grace , stats.grace);
1362 CMP_OUT2 (maxgrace, stats.maxgrace);
1363 CMP_OUT2 (exp , stats.exp);
1364
1365 CMP_OUT (perm_exp);
1366 CMP_OUT (expmul);
1367
1368 CMP_OUT2 (food , stats.food);
1369 CMP_OUT2 (dam , stats.dam);
1370 CMP_OUT2 (luck , stats.luck);
1371 CMP_OUT2 (wc , stats.wc);
1372 CMP_OUT2 (ac , stats.ac);
1373
1374 CMP_OUT (x);
1375 CMP_OUT (y);
1376 CMP_OUT (speed);
1377 CMP_OUT (speed_left);
1378 CMP_OUT2 (move_state, move_status);
1379 CMP_OUT (attack_movement);
1380 CMP_OUT (nrof);
1381 CMP_OUT (level);
1382 CMP_OUT (direction);
1383 CMP_OUT (type);
1384 CMP_OUT (subtype);
1385 CMP_OUT (attacktype);
1386
1387 for (i = 0; i < NROFATTACKS; i++)
1388 if (op->resist [i] != tmp->resist [i])
1389 f.put (resist_save [i], op->resist [i]);
1390
1391 CMP_OUT (path_attuned);
1392 CMP_OUT (path_repelled);
1393 CMP_OUT (path_denied);
1394 CMP_OUT (material);
1395 CMP_OUT (materialname);
1396 CMP_OUT (value);
1397 CMP_OUT (carrying);
1398 CMP_OUT (weight);
1399 CMP_OUT (invisible);
1400 CMP_OUT (state);
1401 CMP_OUT (magic);
1402 CMP_OUT (last_heal);
1403 CMP_OUT (last_sp);
1404 CMP_OUT (last_grace);
1405 CMP_OUT (last_eat);
1406 CMP_OUT (glow_radius);
1407
1408 if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op)))
1409 f.put (KW_connected, i);
1410
1411 CMP_OUT (randomitems);
1412 CMP_OUT2 (container, weight_limit);
1413
1414 CMP_OUT (run_away);
1415 CMP_OUT (pick_up);
1416 CMP_OUT (will_apply);
1417 CMP_OUT (smoothlevel);
1418 CMP_OUT (weapontype);
1419 CMP_OUT (tooltype);
1420 CMP_OUT (elevation);
1421 CMP_OUT (client_type);
1422 CMP_OUT (item_power);
1423 CMP_OUT (duration);
1424 CMP_OUT (range);
1425 CMP_OUT (range_modifier);
1426 CMP_OUT (duration_modifier);
1427 CMP_OUT (dam_modifier);
1428 CMP_OUT (gen_sp_armour);
1429
1430 CMP_OUT (move_type);
1431 CMP_OUT (move_block);
1432 CMP_OUT (move_allow);
1433 CMP_OUT (move_on);
1434 CMP_OUT (move_off);
1435 CMP_OUT (move_slow);
1436 CMP_OUT (move_slow_penalty);
1437
1438 if (!COMPARE_FLAGS (op, tmp))
1439 for (i = 0; i <= NUM_FLAGS; i++)
1440 if (flag_names [i]
1441 && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i)))
1442 f.put (flag_names [i], QUERY_FLAG (op, i) ? "1" : 0);
1443
1444 /* Save body locations */
1445 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1446 if (op->body_info[i] != tmp->body_info[i])
1447 f.put (body_locations[i].save_name, op->body_info[i]);
1448 }
1449
1450 /*
1451 * Dumps all variables in an object to a file.
1452 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1453 * the only place this is not set is when saving the player.
1454 * If bit 1 of flag is set, don't remove the object after save. As of now,
1455 * all of the callers are setting this.
1456 */
1457
1458 void
1459 save_object (object_freezer &fp, object *op, int flag)
1460 {
1461 archetype *at;
1462 object *tmp, *old;
1463
1464 /* Even if the object does have an owner, it would seem that we should
1465 * still save it.
1466 */
1467 if (op->owner != NULL)
1468 return;
1469
1470 /* If it is unpaid and we don't want to save those, just return. */
1471 if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID)))
1472 return;
1473
1474 if ((at = op->arch) == NULL)
1475 at = empty_archetype;
1476
1477 fp.put (KW_arch, at->name);
1478
1479 put (fp, op, &at->clone);
1480
1481 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
1482
1483 old = NULL;
1484
1485 if (flag & 2)
1486 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1487 save_object (fp, tmp, flag);
1488 else
1489 /* Slightly different logic because tmp/op will be removed by
1490 * the save_object we call. So we just keep looking at op->inv
1491 * until there is nothing left. In theory, the variable old
1492 * should not be needed, as recursive loops shouldn't happen.
1493 */
1494 while ((tmp = op->inv) != NULL)
1495 {
1496 if (old == tmp)
1497 {
1498 LOG (llevError, " Recursive loop in inventory\n");
1499 break;
1500 }
1501
1502 save_object (fp, tmp, flag);
1503 old = tmp;
1504 }
1505
1506 if (!(flag & 2))
1507 {
1508 remove_ob (op);
1509 free_object (op);
1510 }
1511
1512 fp.put (op);
1513 fprintf (fp, "end\n");
1514 }
1515
1516 event *
1517 find_event (object *op, int etype)
1518 {
1519 for (event *found = op->events; found != NULL; found = found->next)
1520 if (found->type == etype)
1521 return found;
1522
1523 return NULL;
1524 }