%{ /* * static char *rcsid_object_c = * "$Id: loader.l,v 1.19 2006/09/03 00:18:40 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); } #define SET_RESIST(op, type, val) op->resist[type] = val; #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 ? (const char *)op->name : "(anon)", op->title ? " " : "", op->title ? (const char *)op->title : ""); if (op->env) p += snprintf (p, 256, "(in %s)", op_debug_info_ (op->env, info2)); if (op->map) p += snprintf (p, 256, "(on %s@%d+%d)", op->map->path, op->x, op->y); return info; } static char *op_debug_info (object *op) { static char info[256 * 3]; return op_debug_info_ (op, info); } /* This function checks the object after it has been loaded (when we * get the 'end' in the input stream). This function can be used to * deal with legacy objects where fields may have changed. It can also be used * to check for objects to make sure there are no common errors. */ static void check_loaded_object(object *op) { int ip; /* We do some specialized handling to handle legacy cases of name_pl. * If the object doesn't have a name_pl, we just use the object name - * this isn't perfect (things won't be properly pluralized), but works to * that degree (5 heart is still quite understandable). But the case we * also have to catch is if this object is not using the normal name for * the object. In that case, we also want to use the loaded name. * Otherwise, what happens is that the the plural name will lose * information (appear as just 'hearts' and not 'goblins heart') */ if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) op->name_pl = NULL; if (!op->name_pl) op->name_pl = op->name; /* objects now have a materialname. try to patch it in */ if (!(IS_WEAPON(op) && op->level > 0)) { if (op->map != NULL) set_materialname(op, op->map->difficulty, NULL); else set_materialname(op, 5, NULL); } /* only do these when program is first run - a bit * excessive to do this at every run - most of this is * really just to catch any errors - program will still run, but * not in the ideal fashion. */ if ((op->type == WEAPON || op->type==BOW) && arch_init) { if (!op->skill) { LOG(llevError,"Weapon %s lacks a skill.\n", op_debug_info (op)); } else if ((!strcmp(op->skill,"one handed weapons") && op->body_info[1] != -1) || (!strcmp(op->skill,"two handed weapons") && op->body_info[1] != -2)) { LOG(llevError,"weapon %s arm usage does not match skill: %d, %s\n", op_debug_info (op), op->body_info[1], &op->skill); } } /* We changed last_heal to gen_sp_armour, which is what it * really does for many objects. Need to catch any in maps * that may have an old value. */ if ((op->type == WEAPON) || (op->type == ARMOUR) || (op->type == HELMET) || (op->type == SHIELD) || (op->type == RING) || (op->type == BOOTS) || (op->type == GLOVES) || (op->type == AMULET ) || (op->type == GIRDLE) || (op->type == BRACERS ) || (op->type == CLOAK)) { if (op->last_heal) { LOG(llevDebug,"Object %s still has last_heal set, not gen_sp_armour\n", op_debug_info (op)); op->gen_sp_armour = op->last_heal; op->last_heal = 0; } if (editor) ip =0; else ip = calc_item_power(op, 0); /* Legacy objects from before item power was in the game */ if (!op->item_power && ip) { if (ip > 3) { LOG(llevDebug,"Object %s had no item power, using %d\n", op_debug_info (op), ip); } op->item_power = ip; } /* Check for possibly bogus values. Has to meet both these criteria - * something that has item_power 1 is probably just fine if our calculated * value is 1 or 2 - these values are small enough that hard to be precise. * similarly, it item_power is 0, the first check will always pass, * but not the second one. */ if (ip > 2 *op->item_power && ip > (op->item_power + 3)) { LOG(llevDebug,"Object %s seems to have too low item power? %d > %d\n", op_debug_info (op), ip, op->item_power); } } /* Old spellcasting object - need to load in the appropiate object */ if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN || op->type == FIREWALL || /* POTIONS and ALTARS don't always cast spells, but if they do, update them */ ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) { object *tmp; /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal' * in that spell was stored in sp. */ tmp = get_archetype(spell_mapping[op->type == FIREWALL?op->stats.dam:op->stats.sp]); insert_ob_in_ob(tmp, op); op->randomitems = NULL; /* So another spell isn't created for this object */ } /* spellbooks & runes use slaying. But not to arch name, but to spell name */ if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) { object *tmp; tmp = get_archetype_by_object_name(op->slaying); insert_ob_in_ob(tmp, op); op->randomitems = NULL; /* So another spell isn't created for this object */ /* without this, value is all screwed up */ op->value = op->arch->clone.value * op->inv->value; } if (QUERY_FLAG(op, FLAG_MONSTER)) { if (op->stats.hp > op->stats.maxhp) LOG(llevDebug,"Monster %s has hp set higher than maxhp (%d>%d)\n", op_debug_info (op), op->stats.hp, op->stats.maxhp); /* The archs just need to be updated for this */ if (op->move_type ==0) op->move_type = MOVE_WALK; } if ((QUERY_FLAG(op,FLAG_GENERATOR) && QUERY_FLAG(op,FLAG_CONTENT_ON_GEN)) || op->type == CREATOR || op->type == CONVERTER) { /* Object will duplicate it's content as part of the * generation process. To do this, we must flag inventory * so it remains unevaluated concerning the randomitems and * the living (a demonlord shouldn't cast from inside generator!) */ flag_inv(op,FLAG_IS_A_TEMPLATE); } /* Handle player movers. We use move_type for player movers * because they operate on their own time (move_on * would potentially cause them to be triggered when someone steps * on them). If move_type is set, presume person knows what they * are doing, otherwise, set move_type based on maxhp value. */ if (op->type == PLAYERMOVER) { if (!op->move_type) { if (op->stats.maxhp) { op->move_type = MOVE_ALL; op->stats.maxhp=0; } else { op->move_type = MOVE_WALK; } } } } /* 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 = "ERROR, please report: string too long, winged.\n"; } else op->msg = msgbuf; } .* {strcat(msgbuf, yytext); strcat(msgbuf,"\n"); } ^lore{WS}$ { BEGIN( LORE ); lorebuf[0]='\0'; } ^endlore{WS}$ { BEGIN( INITIAL ); op->lore=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=yv; op->name = yv; } } ^name{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Name without val\n"); else op->name = yv; } ^name_pl{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Name without val\n"); else op->name_pl = yv; } ^attach{S} op->attach = yval (); ^skill{S} op->skill = yval(); ^custom_name{S} { char *yv=yval(); if (*yv=='\0') LOG(llevError,"Custom name without val\n"); else op->custom_name = yv; } ^race{S} op->race = yval(); ^slaying{S} 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 (); /* record the name of the broken object */ tmp->name = 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?(const char *)tmp->name:"(null)"); free_object(tmp); } } /* This is the actual archetype definition then */ else { char *yv=yval(); op->arch=find_archetype(yv); if (op->arch!=NULL) { copy_object(&op->arch->clone,op); } else if (!arch_init) { /* record the name of the broken object */ op->name = yv; } } } ^other_arch{S} op->other_arch=find_archetype(yval()); ^animation{S} { if (strcmp (yval(), "NONE") == 0) { op->animation_id = 0; CLEAR_FLAG (op, FLAG_ANIMATE); } else { op->animation_id = find_animation (yval()); SET_FLAG (op, FLAG_ANIMATE); } } ^more{WS}$ { /* We need to record that this is a multipart object, * so the calling function can glue things back together */ ismore=1; } ^end{WS}$ { check_loaded_object(op); if (!arch_init) op->instantiate (); if (ismore) return LL_MORE; else return LL_NORMAL; } ^oid{S} { thawer.get (op, IVAL); } ^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 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 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_ { LOG (llevError, "stray event_* in map file, skipping."); } <*>(^{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(object_thawer &fp, 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, fp, 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, fp, map_flags); /* 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 (0); 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() { } /* This returns a string of the integer movement type */ static char* get_string_move_type(MoveType mt) { static char retbuf[MAX_BUF], retbuf_all[MAX_BUF]; int i, all_count=0, count; strcpy(retbuf,""); strcpy(retbuf_all," all"); /* Quick check, and probably fairly common */ if (mt == MOVE_ALL) return retbuf_all+1; if (mt == 0) { strcpy(retbuf,"0"); return retbuf; } /* We basically slide the bits down. Why look at MOVE_ALL? * because we may want to return a string like 'all -swim', * and if we just looked at mt, we couldn't get that. */ for (i=MOVE_ALL, count=0; i!=0; i >>= 1, count++) { if (mt & (1<key_values; my_field != NULL; my_field = my_field->next) { /* Find the field in the opposing member. */ key_value *arch_field = get_ob_key_link (tmp, my_field->key); /* If there's no partnering field, or it's got a different value, save our field. */ if (arch_field == NULL || my_field->value != arch_field->value) f.put (my_field->key, my_field->value); } /* We don't need to worry about the arch's extra fields - they * will get taken care of the copy_object function. */ # define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v) # define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v) CMP_OUT (name); CMP_OUT (name_pl); CMP_OUT (custom_name); CMP_OUT (title); CMP_OUT (race); CMP_OUT (slaying); if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg); if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore); CMP_OUT (other_arch); CMP_OUT (face); if (op->animation_id != tmp->animation_id) if (op->animation_id) { f.put (KW_animation, animations[GET_ANIM_ID (op)].name); if (!QUERY_FLAG (op, FLAG_ANIMATE)) f.put (KW_is_animated, 0); } else f.put (KW_animation, "NONE"); CMP_OUT2 (str , stats.Str); CMP_OUT2 (dex , stats.Dex); CMP_OUT2 (con , stats.Con); CMP_OUT2 (wis , stats.Wis); CMP_OUT2 (pow , stats.Pow); CMP_OUT2 (cha , stats.Cha); CMP_OUT2 (int , stats.Int); CMP_OUT2 (hp , stats.hp); CMP_OUT2 (maxhp , stats.maxhp); CMP_OUT2 (sp , stats.sp); CMP_OUT2 (maxsp , stats.maxsp); CMP_OUT2 (grace , stats.grace); CMP_OUT2 (maxgrace, stats.maxgrace); CMP_OUT2 (exp , stats.exp); CMP_OUT (perm_exp); CMP_OUT (expmul); CMP_OUT2 (food , stats.food); CMP_OUT2 (dam , stats.dam); CMP_OUT2 (luck , stats.luck); CMP_OUT2 (wc , stats.wc); CMP_OUT2 (ac , stats.ac); CMP_OUT (x); CMP_OUT (y); CMP_OUT (speed); CMP_OUT (speed_left); CMP_OUT2 (move_state, move_status); CMP_OUT (attack_movement); CMP_OUT (nrof); CMP_OUT (level); CMP_OUT (direction); CMP_OUT (type); CMP_OUT (subtype); CMP_OUT (attacktype); for (i = 0; i < NROFATTACKS; i++) if (op->resist [i] != tmp->resist [i]) f.put (resist_save [i], op->resist [i]); CMP_OUT (path_attuned); CMP_OUT (path_repelled); CMP_OUT (path_denied); CMP_OUT (material); CMP_OUT (materialname); CMP_OUT (value); CMP_OUT (carrying); CMP_OUT (weight); CMP_OUT (invisible); CMP_OUT (state); CMP_OUT (magic); CMP_OUT (last_heal); CMP_OUT (last_sp); CMP_OUT (last_grace); CMP_OUT (last_eat); CMP_OUT (glow_radius); if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op))) f.put (KW_connected, i); CMP_OUT (randomitems); CMP_OUT2 (container, weight_limit); CMP_OUT (run_away); CMP_OUT (pick_up); CMP_OUT (will_apply); CMP_OUT (smoothlevel); CMP_OUT (weapontype); CMP_OUT (tooltype); CMP_OUT (elevation); CMP_OUT (client_type); CMP_OUT (item_power); CMP_OUT (duration); CMP_OUT (range); CMP_OUT (range_modifier); CMP_OUT (duration_modifier); CMP_OUT (dam_modifier); CMP_OUT (gen_sp_armour); CMP_OUT (move_type); CMP_OUT (move_block); CMP_OUT (move_allow); CMP_OUT (move_on); CMP_OUT (move_off); CMP_OUT (move_slow); CMP_OUT (move_slow_penalty); if (!COMPARE_FLAGS (op, tmp)) for (i = 0; i <= NUM_FLAGS; i++) if (flag_names [i] && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i))) f.put (flag_names [i], QUERY_FLAG (op, i) ? "1" : 0); /* Save body locations */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) if (op->body_info[i] != tmp->body_info[i]) f.put (body_locations[i].save_name, op->body_info[i]); } /* * Dumps all variables in an object to a file. * If bit 0 of flag is set, unpaid objects will be saved. As of now, * the only place this is not set is when saving the player. * If bit 1 of flag is set, don't remove the object after save. As of now, * all of the callers are setting this. */ void save_object (object_freezer &fp, object *op, int flag) { archetype *at; object *tmp, *old; /* Even if the object does have an owner, it would seem that we should * still save it. */ if (op->owner != NULL) return; /* If it is unpaid and we don't want to save those, just return. */ if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID))) return; if ((at = op->arch) == NULL) at = empty_archetype; fp.put (KW_arch, at->name); put (fp, op, &at->clone); /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */ old = NULL; if (flag & 2) for (tmp = op->inv; tmp != NULL; tmp = tmp->below) save_object (fp, tmp, flag); else /* Slightly different logic because tmp/op will be removed by * the save_object we call. So we just keep looking at op->inv * until there is nothing left. In theory, the variable old * should not be needed, as recursive loops shouldn't happen. */ while ((tmp = op->inv) != NULL) { if (old == tmp) { LOG (llevError, " Recursive loop in inventory\n"); break; } save_object (fp, tmp, flag); old = tmp; } if (!(flag & 2)) { remove_ob (op); free_object (op); } fp.put (op); fprintf (fp, "end\n"); }