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Revision: 1.20
Committed: Sun Sep 3 22:45:55 2006 UTC (17 years, 8 months ago) by root
Branch: MAIN
CVS Tags: HEAD
Changes since 1.19: +0 -0 lines
State: FILE REMOVED
Log Message:
string scanning (e.g. for patch) is not implemented ATM but should be easy
to add with an alternative constructor for object_thawer.

Rewrote flex scanner to be simpler, faster and more modularised.

Initial speedup: 16%

(ah well)

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 #define SET_RESIST(op, type, val) op->resist[type] = val;
276
277 #define IVAL atoi(yval())
278 #define FVAL atof(yval())
279 extern int arch_init;
280
281 /* Put this here since it is used below */
282 static void set_protection(object *op, uint32 mask, uint16 pro_val)
283 {
284 int i;
285
286 if (!mask) return; /* Unlikely, but might as well check */
287 for (i=0; i<NROFATTACKS; i++) {
288 if (mask & (1<<i)) SET_RESIST(op, i, pro_val);
289 }
290 }
291
292
293 static void set_body_info(object *op, char *params) {
294 int i;
295 char *cp;
296
297 /* go to first space character */
298 for (cp=params; !isspace(*cp); cp++) ;
299
300 *cp++ = 0; /* null it out */
301
302 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
303 if (!strcmp(params, body_locations[i].save_name)) {
304 op->body_info[i] = atoi(cp);
305 return; /* Only one line passed in params */
306 }
307 }
308 LOG(llevError,"set_body_info called with bogus params: %s\n", params);
309 }
310
311 // return a suitable strign describign an objetc in enough detail to find it
312 // used only in check_loaded_object: TODO remove static, move it elsewhere and
313 // use it in more log messages.
314 static char *op_debug_info_ (object *op, char *info)
315 {
316 char info2[256 * 3];
317 char *p = info;
318
319 p += snprintf (p, 256, "%d=\"%s%s%s\"",
320 op->count,
321 op->name ? (const char *)op->name : "(anon)",
322 op->title ? " " : "",
323 op->title ? (const char *)op->title : "");
324
325 if (op->env)
326 p += snprintf (p, 256, "(in %s)", op_debug_info_ (op->env, info2));
327
328 if (op->map)
329 p += snprintf (p, 256, "(on %s@%d+%d)", op->map->path, op->x, op->y);
330
331 return info;
332 }
333
334 static char *op_debug_info (object *op)
335 {
336 static char info[256 * 3];
337
338 return op_debug_info_ (op, info);
339 }
340
341 /* This function checks the object after it has been loaded (when we
342 * get the 'end' in the input stream). This function can be used to
343 * deal with legacy objects where fields may have changed. It can also be used
344 * to check for objects to make sure there are no common errors.
345 */
346 static void check_loaded_object(object *op) {
347 int ip;
348
349 /* We do some specialized handling to handle legacy cases of name_pl.
350 * If the object doesn't have a name_pl, we just use the object name -
351 * this isn't perfect (things won't be properly pluralized), but works to
352 * that degree (5 heart is still quite understandable). But the case we
353 * also have to catch is if this object is not using the normal name for
354 * the object. In that case, we also want to use the loaded name.
355 * Otherwise, what happens is that the the plural name will lose
356 * information (appear as just 'hearts' and not 'goblins heart')
357 */
358 if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl)
359 op->name_pl = NULL;
360
361 if (!op->name_pl) op->name_pl = op->name;
362
363 /* objects now have a materialname. try to patch it in */
364 if (!(IS_WEAPON(op) && op->level > 0)) {
365 if (op->map != NULL)
366 set_materialname(op, op->map->difficulty, NULL);
367 else
368 set_materialname(op, 5, NULL);
369 }
370 /* only do these when program is first run - a bit
371 * excessive to do this at every run - most of this is
372 * really just to catch any errors - program will still run, but
373 * not in the ideal fashion.
374 */
375 if ((op->type == WEAPON || op->type==BOW) && arch_init) {
376 if (!op->skill) {
377 LOG(llevError,"Weapon %s lacks a skill.\n", op_debug_info (op));
378 } else if ((!strcmp(op->skill,"one handed weapons") && op->body_info[1] != -1) ||
379 (!strcmp(op->skill,"two handed weapons") && op->body_info[1] != -2)) {
380 LOG(llevError,"weapon %s arm usage does not match skill: %d, %s\n",
381 op_debug_info (op), op->body_info[1], &op->skill);
382 }
383 }
384
385 /* We changed last_heal to gen_sp_armour, which is what it
386 * really does for many objects. Need to catch any in maps
387 * that may have an old value.
388 */
389 if ((op->type == WEAPON) ||
390 (op->type == ARMOUR) || (op->type == HELMET) ||
391 (op->type == SHIELD) || (op->type == RING) ||
392 (op->type == BOOTS) || (op->type == GLOVES) ||
393 (op->type == AMULET ) || (op->type == GIRDLE) ||
394 (op->type == BRACERS ) || (op->type == CLOAK)) {
395 if (op->last_heal) {
396 LOG(llevDebug,"Object %s still has last_heal set, not gen_sp_armour\n", op_debug_info (op));
397 op->gen_sp_armour = op->last_heal;
398 op->last_heal = 0;
399 }
400 if (editor) ip =0;
401 else ip = calc_item_power(op, 0);
402 /* Legacy objects from before item power was in the game */
403 if (!op->item_power && ip) {
404 if (ip > 3) {
405 LOG(llevDebug,"Object %s had no item power, using %d\n", op_debug_info (op), ip);
406 }
407 op->item_power = ip;
408 }
409 /* Check for possibly bogus values. Has to meet both these criteria -
410 * something that has item_power 1 is probably just fine if our calculated
411 * value is 1 or 2 - these values are small enough that hard to be precise.
412 * similarly, it item_power is 0, the first check will always pass,
413 * but not the second one.
414 */
415 if (ip > 2 *op->item_power && ip > (op->item_power + 3)) {
416 LOG(llevDebug,"Object %s seems to have too low item power? %d > %d\n",
417 op_debug_info (op), ip, op->item_power);
418 }
419
420 }
421 /* Old spellcasting object - need to load in the appropiate object */
422 if ((op->type == ROD || op->type == WAND || op->type == SCROLL || op->type == HORN
423 || op->type == FIREWALL ||
424 /* POTIONS and ALTARS don't always cast spells, but if they do, update them */
425 ((op->type == POTION || op->type == ALTAR) && op->stats.sp)) && !op->inv && !arch_init) {
426 object *tmp;
427
428 /* Fireall is bizarre in that spell type was stored in dam. Rest are 'normal'
429 * in that spell was stored in sp.
430 */
431 tmp = get_archetype(spell_mapping[op->type == FIREWALL?op->stats.dam:op->stats.sp]);
432 insert_ob_in_ob(tmp, op);
433 op->randomitems = NULL; /* So another spell isn't created for this object */
434 }
435 /* spellbooks & runes use slaying. But not to arch name, but to spell name */
436
437 if ((op->type == SPELLBOOK || op->type == RUNE) && op->slaying && !op->inv && !arch_init) {
438 object *tmp;
439
440 tmp = get_archetype_by_object_name(op->slaying);
441 insert_ob_in_ob(tmp, op);
442 op->randomitems = NULL; /* So another spell isn't created for this object */
443 /* without this, value is all screwed up */
444 op->value = op->arch->clone.value * op->inv->value;
445 }
446
447 if (QUERY_FLAG(op, FLAG_MONSTER)) {
448 if (op->stats.hp > op->stats.maxhp)
449 LOG(llevDebug,"Monster %s has hp set higher than maxhp (%d>%d)\n",
450 op_debug_info (op),
451 op->stats.hp, op->stats.maxhp);
452
453 /* The archs just need to be updated for this */
454 if (op->move_type ==0) op->move_type = MOVE_WALK;
455 }
456 if ((QUERY_FLAG(op,FLAG_GENERATOR) && QUERY_FLAG(op,FLAG_CONTENT_ON_GEN))
457 || op->type == CREATOR
458 || op->type == CONVERTER) {
459 /* Object will duplicate it's content as part of the
460 * generation process. To do this, we must flag inventory
461 * so it remains unevaluated concerning the randomitems and
462 * the living (a demonlord shouldn't cast from inside generator!)
463 */
464 flag_inv(op,FLAG_IS_A_TEMPLATE);
465 }
466
467 /* Handle player movers. We use move_type for player movers
468 * because they operate on their own time (move_on
469 * would potentially cause them to be triggered when someone steps
470 * on them). If move_type is set, presume person knows what they
471 * are doing, otherwise, set move_type based on maxhp value.
472 */
473 if (op->type == PLAYERMOVER) {
474 if (!op->move_type) {
475 if (op->stats.maxhp) {
476 op->move_type = MOVE_ALL;
477 op->stats.maxhp=0;
478 } else {
479 op->move_type = MOVE_WALK;
480 }
481 }
482 }
483
484 }
485
486 /* This extracts the key/value from the yytext field -
487 * calls set_ob_key_value() to actually set the value.
488 * Function basically has to find spaces, strip out extra,
489 * etc. strchr doesn't work as good because could also
490 * be tabs.
491 */
492 static void add_key_value(object * op) {
493 char * key = NULL;
494 char * value = NULL;
495 char * cp;
496 char * end;
497
498 /* First, skip over leading whitespace. */
499 for (cp = yytext; isspace(*cp); cp++) { ; }
500
501 key = cp;
502
503 /* Now look for the end of the key/field name. */
504 for (; !isspace(*cp); cp++) {
505 if (*cp == '\0') {
506 /* Oops, ran out of string! Set the key with an empty value. */
507 set_ob_key_value(op, key, NULL, TRUE);
508 return;
509 }
510 }
511
512 if (*cp == '\0') {
513 set_ob_key_value(op, key, NULL, TRUE);
514 return;
515 }
516
517 /* Chop off the key, and start at the next character. */
518 *cp = '\0';
519 cp++;
520 if (*cp == '\0') {
521 /* Was followed by one space? */
522 set_ob_key_value(op, key, NULL, TRUE);
523 return;
524 }
525
526 /* Now looking for the value. Skip over whitespace. */
527 for (; isspace(*cp); cp++) {
528 if (*cp == '\0') {
529 /* Guess not. */
530 set_ob_key_value(op, key, NULL, TRUE);
531 return;
532 }
533 }
534
535 value = cp;
536
537 /* Got last character before null and strip
538 * off tailing whitespace
539 */
540 for (end = value + (strlen(cp)-1); isspace(*end); end--) {
541 if (end == value) {
542 /* *blink blink* Still no value? */
543 set_ob_key_value(op, key, NULL, TRUE);
544 return;
545 }
546 *end='\0';
547 }
548 set_ob_key_value(op, key, value, TRUE);
549 }
550
551 static void set_move(MoveType *mt, char *params) {
552 char *str;
553 int i, negate;
554
555 if (isdigit(*params)) {
556 *mt = atoi(params);
557 } else {
558 *mt=0;
559 for (str=strtok(params, " "); str; str=strtok(NULL, " ")) {
560 negate=0;
561 if (!strcasecmp(str, "all"))
562 *mt |= MOVE_ALL;
563 else {
564 if (*str=='-') {
565 negate = 1;
566 str++;
567 }
568 for (i=0; move_name[i] != NULL; i++) {
569 if (!strcasecmp(move_name[i], str)) {
570 if (negate) {
571 *mt &= ~(1<<i);
572 } else {
573 *mt |= (1<<i);
574 }
575 break;
576 }
577 }
578 if (move_name[i] == NULL) {
579 /* fly is a special case - covers both fly_low and
580 * fly_high - since it doesn't match to a specific
581 * single bit, have to special case it.
582 */
583 if (!strcasecmp(str,"flying")) {
584 if (negate) {
585 *mt &= ~MOVE_FLYING;
586 } else {
587 *mt |= MOVE_FLYING;
588 }
589 } else {
590 LOG(llevDebug, "common/loader.l: set_move - unknown move string '%s'\n", str);
591 }
592 }
593 } /* Else not all move types */
594 } /* for strtok */
595 } /* Else not a numeric value */
596 }
597
598 %}
599
600
601
602 S [ \t]+.*
603 WS [ \t]*
604 A .+
605
606 %x MESSAGE
607 %x LORE
608 %x SCRIPT
609
610 /* Don't have to link with -lfl with this */
611 %option noyywrap
612
613 /* need yy_push_state, yy_pop_state */
614 %option stack
615
616 %%
617
618 %{
619 /* Declare some local variables */
620 int ismore=0;
621
622 lex_error=0;
623
624 %}
625
626 ^msg{WS}$ { BEGIN( MESSAGE ); msgbuf[0]='\0'; }
627 <MESSAGE>^endmsg{WS}$ { BEGIN( INITIAL );
628 /* Just print a warning so we can be reasonably safe
629 * about not overflowing the buffer.
630 */
631 if (strlen(msgbuf) >= HUGE_BUF)
632 {
633 LOG(llevDebug, "\n\tError message length >= %d: %d\n>%.80s<\n",
634 HUGE_BUF, strlen(op->msg), &op->msg);
635 op->msg = "ERROR, please report: string too long, winged.\n";
636 }
637 else
638 op->msg = msgbuf;
639 }
640 <MESSAGE>.* {strcat(msgbuf, yytext); strcat(msgbuf,"\n"); }
641
642 ^lore{WS}$ { BEGIN( LORE ); lorebuf[0]='\0'; }
643 <LORE>^endlore{WS}$ { BEGIN( INITIAL );
644 op->lore=lorebuf;
645 /* Just print a warning so we can be reasonably safe
646 * about not overflowing the buffer.
647 */
648 if (strlen(op->lore) > (HUGE_BUF/2))
649 LOG(llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %d\n>%.80s<\n",
650 HUGE_BUF/2, HUGE_BUF, strlen(op->lore), &op->lore);
651 }
652 <LORE>.* {strcat(lorebuf, yytext); strcat(lorebuf,"\n"); }
653
654 ^object{S} { char *yv=yval();
655
656 if (*yv=='\0') {
657 LOG(llevError,"Object lacks name.\n");
658 return LL_IGNORED;
659 }
660 if (!arch_init) {
661 LOG(llevError,"Got object info when not in arch_init (%s)?\n", yv);
662 } else {
663 if (op->arch!=NULL) op->arch->name=yv;
664 op->name = yv;
665 }
666 }
667
668 ^name{S} { char *yv=yval();
669
670 if (*yv=='\0') LOG(llevError,"Name without val\n");
671 else op->name = yv;
672 }
673 ^name_pl{S} { char *yv=yval();
674
675 if (*yv=='\0') LOG(llevError,"Name without val\n");
676 else op->name_pl = yv;
677 }
678 ^attach{S} op->attach = yval ();
679 ^skill{S} op->skill = yval();
680 ^custom_name{S} { char *yv=yval();
681
682 if (*yv=='\0') LOG(llevError,"Custom name without val\n");
683 else op->custom_name = yv;
684 }
685 ^race{S} op->race = yval();
686 ^slaying{S} op->slaying = yval();
687 ^inventory.*$ LOG(llevError,"Got depreciated Inventory command?\n");
688
689
690 ^arch{S} { /* If op->arch has been set, then this new object
691 * must be part of the inventory. So process
692 * appropriately.
693 */
694 if (op->arch) {
695 object *tmp;
696 char *yv=yval();
697
698 archetype *arch = find_archetype(yv);
699 if (arch!=NULL)
700 tmp = arch_to_object (arch);
701 else {
702 tmp = get_object ();
703 /* record the name of the broken object */
704 tmp->name = yv;
705 }
706 strcpy(msgbuf, "");
707 strcpy(lorebuf, "");
708 lex_load(tmp, thawer, map_flags);
709 if (tmp->arch) {
710 insert_ob_in_ob(tmp,op);
711 }
712 else {
713 LOG(llevDebug,"Discarding object without arch: %s\n", tmp->name?(const char *)tmp->name:"(null)");
714 free_object(tmp);
715 }
716 }
717 /* This is the actual archetype definition then */
718 else {
719 char *yv=yval();
720
721 op->arch=find_archetype(yv);
722 if (op->arch!=NULL) {
723 copy_object(&op->arch->clone,op);
724 } else if (!arch_init) {
725 /* record the name of the broken object */
726 op->name = yv;
727 }
728 }
729 }
730
731 ^other_arch{S} op->other_arch=find_archetype(yval());
732 ^animation{S} {
733 if (strcmp (yval(), "NONE") == 0) {
734 op->animation_id = 0;
735 CLEAR_FLAG (op, FLAG_ANIMATE);
736 } else {
737 op->animation_id = find_animation (yval());
738 SET_FLAG (op, FLAG_ANIMATE);
739 }
740 }
741
742 ^more{WS}$ { /* We need to record that this is a multipart object,
743 * so the calling function can glue things back together
744 */
745 ismore=1;
746 }
747 ^end{WS}$ { check_loaded_object(op);
748
749 if (!arch_init)
750 op->instantiate ();
751
752 if (ismore) return LL_MORE;
753 else return LL_NORMAL;
754 }
755 ^oid{S} {
756 thawer.get (op, IVAL);
757 }
758 ^last_heal{S} op->last_heal = IVAL;
759 ^last_sp{S} op->last_sp = IVAL;
760 ^last_grace{S} op->last_grace = IVAL;
761 ^last_eat{S} op->last_eat = IVAL;
762 ^speed{S} { op->speed = FVAL;
763 if (!(map_flags & MAP_STYLE)) {
764 if (op->speed<0) op->speed_left = op->speed_left-RANDOM()%100/100.0;
765 update_ob_speed(op);
766 }
767 }
768 ^speed_left{S} op->speed_left = FVAL;
769 ^slow_move{S} { op->move_slow |= MOVE_WALK;
770 op->move_slow_penalty = FVAL;
771 }
772 ^title{S} { char *y=yval();
773 if (*y=='\0') LOG(llevError,"Title without value.\n");
774 else op->title = y;
775 }
776
777 ^face{S} op->face = &new_faces[FindFace(yval(), 0)];
778 ^str{S} op->stats.Str = IVAL;
779 ^dex{S} op->stats.Dex = IVAL;
780 ^con{S} op->stats.Con = IVAL;
781 ^wis{S} op->stats.Wis = IVAL;
782 ^cha{S} op->stats.Cha = IVAL;
783 ^int{S} op->stats.Int = IVAL;
784 ^pow{S} op->stats.Pow = IVAL;
785 ^hp{S} op->stats.hp = IVAL;
786 ^maxhp{S} op->stats.maxhp = IVAL;
787 ^sp{S} op->stats.sp = IVAL;
788 ^maxsp{S} op->stats.maxsp = IVAL;
789 ^grace{S} op->stats.grace = IVAL;
790 ^maxgrace{S} op->stats.maxgrace = IVAL;
791 ^exp{S} op->stats.exp = atoll(yval());
792 ^perm_exp{S} op->perm_exp = atoll(yval());
793 ^food{S} op->stats.food = IVAL;
794 ^dam{S} op->stats.dam = IVAL;
795 ^wc{S} op->stats.wc = IVAL;
796 ^ac{S} op->stats.ac = IVAL;
797 ^x{S} {op->x = IVAL; op->ox= op->x; }
798 ^y{S} {op->y = IVAL; op->oy= op->y; }
799 ^nrof{S} op->nrof= atol(yval());
800 ^level{S} op->level = IVAL;
801 ^direction{S} op->direction = IVAL;
802 ^type{S} op->type = IVAL;
803 ^subtype{S} op->subtype = IVAL;
804 ^material{S} op->material = IVAL;
805 ^materialname{S} { char *yv=yval();
806 if (*yv=='\0')
807 LOG(llevError,"Materialname without val\n");
808 else
809 op->materialname = yv;
810 }
811
812 ^value{S} op->value = IVAL;
813 ^weight{S} op->weight = atol(yval());
814 ^carrying{S} op->carrying = atol(yval());
815 ^attacktype{S} op->attacktype = IVAL;
816 ^path_attuned{S} op->path_attuned = IVAL;
817 ^path_repelled{S} op->path_repelled = IVAL;
818 ^path_denied{S} op->path_denied = IVAL;
819 ^invisible{S} op->invisible = IVAL;
820 ^magic{S} op->magic = IVAL;
821 ^state{S} op->state = IVAL;
822 ^alive{S} SET_OR_CLEAR_FLAG(op, FLAG_ALIVE, IVAL);
823 ^applied{S} SET_OR_CLEAR_FLAG(op, FLAG_APPLIED, IVAL);
824 ^unpaid{S} SET_OR_CLEAR_FLAG(op, FLAG_UNPAID, IVAL);
825 ^need_an{S} { /* not used - just ignore */ }
826 ^need_ie{S} { /* not used - jsut ignore */ }
827 ^is_animated{S} SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL);
828 ^no_pick{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL);
829
830 %{ /* These are all legacy - any new objects should use the move_ .. values */
831 %}
832 ^no_pass{S} { if (IVAL) op->move_block = MOVE_ALL; else op->move_block=0; }
833 ^walk_on{S} { if (IVAL) op->move_on |= MOVE_WALK; else op->move_on &= ~MOVE_WALK; }
834 ^walk_off{S} { if (IVAL) op->move_off |= MOVE_WALK; else op->move_off &= ~MOVE_WALK; }
835 ^fly_on{S} { if (IVAL) op->move_on |= MOVE_FLY_LOW; else op->move_on &= ~MOVE_FLY_LOW; }
836 ^fly_off{S} { if (IVAL) op->move_off |= MOVE_FLY_LOW; else op->move_off &= ~MOVE_FLY_LOW; }
837 ^flying{S} { if (IVAL) op->move_type |= MOVE_FLY_LOW; else op->move_type &= ~MOVE_FLY_LOW; }
838
839 %{ /* These are the new values */
840 %}
841 ^move_block{S} set_move(&op->move_block, yval());
842 ^move_allow{S} set_move(&op->move_allow, yval());
843 ^move_type{S} set_move(&op->move_type, yval());
844 ^move_on{S} set_move(&op->move_on, yval());
845 ^move_off{S} set_move(&op->move_off, yval());
846 ^move_slow{S} set_move(&op->move_slow, yval());
847 ^move_slow_penalty{S} op->move_slow_penalty = FVAL;
848
849
850 ^monster{S} SET_OR_CLEAR_FLAG(op, FLAG_MONSTER, IVAL);
851 ^neutral{S} SET_OR_CLEAR_FLAG(op, FLAG_NEUTRAL, IVAL);
852 ^no_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_ATTACK, IVAL);
853 ^no_damage{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DAMAGE, IVAL);
854 ^friendly{S} { if (IVAL) {
855 SET_FLAG(op, FLAG_FRIENDLY);
856 if (op->type != PLAYER)
857 add_friendly_object (op);
858 }
859 else CLEAR_FLAG(op, FLAG_FRIENDLY);
860 }
861 ^generator{S} SET_OR_CLEAR_FLAG(op, FLAG_GENERATOR, IVAL);
862 ^use_content_on_gen{S} SET_OR_CLEAR_FLAG (op,FLAG_CONTENT_ON_GEN, IVAL);
863 ^is_thrown{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_THROWN, IVAL);
864 ^auto_apply{S} SET_OR_CLEAR_FLAG(op, FLAG_AUTO_APPLY, IVAL);
865 ^treasure{S} SET_OR_CLEAR_FLAG(op, FLAG_TREASURE, IVAL);
866 ^see_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_INVISIBLE, IVAL);
867 ^can_roll{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_ROLL, IVAL);
868 ^overlay_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_OVERLAY_FLOOR, IVAL);
869 ^is_turnable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_TURNABLE, IVAL);
870 ^is_used_up{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_USED_UP, IVAL);
871 ^identified{S} { if (IVAL) {
872 SET_FLAG(op, FLAG_IDENTIFIED);
873 CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL);
874 }
875 else CLEAR_FLAG(op, FLAG_IDENTIFIED);
876 }
877 ^reflecting{S} SET_OR_CLEAR_FLAG(op, FLAG_REFLECTING, IVAL);
878 ^changing{S} SET_OR_CLEAR_FLAG(op, FLAG_CHANGING, IVAL);
879 ^splitting{S} SET_OR_CLEAR_FLAG(op, FLAG_SPLITTING, IVAL);
880 ^hitback{S} SET_OR_CLEAR_FLAG(op, FLAG_HITBACK, IVAL);
881 ^startequip{S} SET_OR_CLEAR_FLAG(op, FLAG_STARTEQUIP, IVAL);
882 ^blocksview{S} SET_OR_CLEAR_FLAG(op, FLAG_BLOCKSVIEW, IVAL);
883 ^editable{S} op->arch->editable = IVAL;
884 ^editor_folder{S} { }
885 ^undead{S} SET_OR_CLEAR_FLAG(op, FLAG_UNDEAD, IVAL);
886 ^scared{S} SET_OR_CLEAR_FLAG(op, FLAG_SCARED, IVAL);
887 ^unaggressive{S} SET_OR_CLEAR_FLAG(op, FLAG_UNAGGRESSIVE, IVAL);
888 ^reflect_missile{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_MISSILE, IVAL);
889 ^reflect_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_REFL_SPELL, IVAL);
890 ^no_magic{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_MAGIC, IVAL);
891 ^wiz{S} { if (IVAL) {
892 SET_FLAG(op, FLAG_WIZ);
893 SET_FLAG(op, FLAG_WAS_WIZ);
894 SET_FLAG(op, FLAG_WIZPASS);
895 SET_FLAG(op, FLAG_WIZCAST);
896 }
897 else {
898 CLEAR_FLAG(op, FLAG_WIZ);
899 CLEAR_FLAG(op, FLAG_WIZPASS);
900 CLEAR_FLAG(op, FLAG_WIZCAST);
901 }
902 }
903 ^was_wiz{S} SET_OR_CLEAR_FLAG(op, FLAG_WAS_WIZ, IVAL);
904 ^no_fix_player{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER, IVAL);
905 ^is_lightable{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_LIGHTABLE, IVAL);
906 ^tear_down{S} SET_OR_CLEAR_FLAG(op, FLAG_TEAR_DOWN, IVAL);
907 ^luck{S} op->stats.luck = IVAL;
908 ^run_away{S} op->run_away = IVAL;
909 ^pick_up{S} op->pick_up = IVAL;
910 ^item_power{S} op->item_power = IVAL;
911 ^gen_sp_armour{S} op->gen_sp_armour = IVAL;
912 ^anim_speed{S} op->anim_speed = IVAL;
913 ^container{S} op->weight_limit = IVAL;
914 ^no_drop{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_DROP, IVAL);
915 ^will_apply{S} op->will_apply = IVAL;
916 ^random_movement{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
917 ^can_apply{S} { }
918 ^can_use_shield{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SHIELD, IVAL);
919 ^can_cast_spell{S} SET_OR_CLEAR_FLAG(op, FLAG_CAST_SPELL, IVAL);
920 ^can_use_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_SCROLL, IVAL);
921 ^can_use_range{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
922 ^can_use_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_BOW, IVAL);
923 ^can_use_armour{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ARMOUR, IVAL);
924 ^can_use_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_WEAPON, IVAL);
925 ^can_use_ring{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RING, IVAL);
926 ^has_ready_bow{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_BOW, IVAL);
927 ^xrays{S} SET_OR_CLEAR_FLAG(op, FLAG_XRAYS, IVAL);
928 ^is_floor{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_FLOOR, IVAL);
929 ^lifesave{S} SET_OR_CLEAR_FLAG(op, FLAG_LIFESAVE, IVAL);
930 ^no_strength{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STRENGTH, IVAL);
931 ^sleep{S} {
932 SET_OR_CLEAR_FLAG(op, FLAG_SLEEP, IVAL);
933 /*(LOG(llevDebug," Warning: Object %s has sleep set in arch.\n",op->name);*/
934 }
935 ^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, IVAL);
936 ^random_move{S} SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL);
937 ^only_attack{S} SET_OR_CLEAR_FLAG(op, FLAG_ONLY_ATTACK, IVAL);
938
939 ^activate_on_push{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_PUSH, IVAL);
940 ^activate_on_release{S} SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_RELEASE, IVAL);
941
942 /* armour is loaded for compatiblity reasons */
943 ^armour{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
944 /* Start of various attacktypes */
945 ^resist_physical{S} SET_RESIST(op, ATNR_PHYSICAL, IVAL);
946 ^resist_magic{S} SET_RESIST(op, ATNR_MAGIC, IVAL);
947 ^resist_fire{S} SET_RESIST(op, ATNR_FIRE, IVAL);
948 ^resist_electricity{S} SET_RESIST(op, ATNR_ELECTRICITY, IVAL);
949 ^resist_cold{S} SET_RESIST(op, ATNR_COLD, IVAL);
950 ^resist_confusion{S} SET_RESIST(op, ATNR_CONFUSION, IVAL);
951 ^resist_acid{S} SET_RESIST(op, ATNR_ACID, IVAL);
952 ^resist_drain{S} SET_RESIST(op, ATNR_DRAIN, IVAL);
953 ^resist_weaponmagic{S} SET_RESIST(op, ATNR_WEAPONMAGIC, IVAL);
954 ^resist_ghosthit{S} SET_RESIST(op, ATNR_GHOSTHIT, IVAL);
955 ^resist_poison{S} SET_RESIST(op, ATNR_POISON, IVAL);
956 ^resist_slow{S} SET_RESIST(op, ATNR_SLOW, IVAL);
957 ^resist_paralyze{S} SET_RESIST(op, ATNR_PARALYZE, IVAL);
958 ^resist_turn_undead{S} SET_RESIST(op, ATNR_TURN_UNDEAD, IVAL);
959 ^resist_fear{S} SET_RESIST(op, ATNR_FEAR, IVAL);
960 ^resist_cancellation{S} SET_RESIST(op, ATNR_CANCELLATION, IVAL);
961 ^resist_deplete{S} SET_RESIST(op, ATNR_DEPLETE, IVAL);
962 ^resist_death{S} SET_RESIST(op, ATNR_DEATH, IVAL);
963 ^resist_chaos{S} SET_RESIST(op, ATNR_CHAOS, IVAL);
964 ^resist_counterspell{S} SET_RESIST(op, ATNR_COUNTERSPELL, IVAL);
965 ^resist_godpower{S} SET_RESIST(op, ATNR_GODPOWER, IVAL);
966 ^resist_holyword{S} SET_RESIST(op, ATNR_HOLYWORD, IVAL);
967 ^resist_blind{S} SET_RESIST(op, ATNR_BLIND, IVAL);
968 ^resist_internal{S} SET_RESIST(op, ATNR_INTERNAL, IVAL);
969 ^resist_life_stealing{S} SET_RESIST(op, ATNR_LIFE_STEALING, IVAL);
970 ^resist_disease{S} SET_RESIST(op, ATNR_DISEASE, IVAL);
971
972 /* Old style resistances */
973 ^immune{S} set_protection(op, IVAL, RESIST_IMMUNE);
974 ^protected{S} set_protection(op, IVAL, RESIST_PROT);
975 ^vulnerable{S} set_protection(op, IVAL, (uint16) RESIST_VULN);
976
977 /* old values - keep them around for now, but they should be removed at some point */
978 ^has_ready_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
979 ^has_ready_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
980 ^has_ready_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_RANGE, IVAL);
981 ^can_use_wand{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL);
982
983 ^attack_movement{S} op->attack_movement = IVAL;
984 ^move_state{S} op->move_status = IVAL;
985 ^confused{S} SET_OR_CLEAR_FLAG(op, FLAG_CONFUSED, IVAL);
986 ^stealth{S} SET_OR_CLEAR_FLAG(op, FLAG_STEALTH, IVAL);
987 ^connected{S} add_button_link(op, op->map, IVAL);
988 ^cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_CURSED, IVAL);
989 ^damned{S} SET_OR_CLEAR_FLAG(op, FLAG_DAMNED, IVAL);
990 ^see_anywhere{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_ANYWHERE, IVAL);
991 ^known_magical{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL, IVAL);
992 ^known_cursed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_CURSED, IVAL);
993 ^can_use_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_CAN_USE_SKILL, IVAL);
994 ^been_applied{S} SET_OR_CLEAR_FLAG(op, FLAG_BEEN_APPLIED, IVAL);
995 ^has_ready_scroll{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SCROLL, IVAL);
996 ^can_use_rod{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_ROD, IVAL);
997 ^can_use_horn{S} SET_OR_CLEAR_FLAG(op, FLAG_USE_HORN, IVAL);
998 ^expmul{S} op->expmul = FVAL;
999 ^unique{S} SET_OR_CLEAR_FLAG(op, FLAG_UNIQUE, IVAL);
1000 ^make_invisible{S} SET_OR_CLEAR_FLAG(op, FLAG_MAKE_INVIS, IVAL);
1001 ^inv_locked{S} SET_OR_CLEAR_FLAG(op, FLAG_INV_LOCKED, IVAL);
1002 ^is_wooded{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WOODED, IVAL);
1003 ^is_hilly{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_HILLY, IVAL);
1004 ^is_water{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_WATER, IVAL);
1005 ^has_ready_skill{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_SKILL, IVAL);
1006 ^has_ready_weapon{S} SET_OR_CLEAR_FLAG(op, FLAG_READY_WEAPON, IVAL);
1007 ^no_skill_ident{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT, IVAL);
1008 ^glow_radius{S} op->glow_radius = IVAL;
1009 ^is_blind{S} SET_OR_CLEAR_FLAG(op, FLAG_BLIND, IVAL);
1010 ^can_see_in_dark{S} SET_OR_CLEAR_FLAG(op, FLAG_SEE_IN_DARK, IVAL);
1011 ^is_cauldron{S} SET_OR_CLEAR_FLAG(op, FLAG_IS_CAULDRON, IVAL);
1012 ^randomitems{S} op->randomitems = find_treasurelist(yval());
1013 ^no_steal{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_STEAL, IVAL);
1014 ^one_hit{S} SET_OR_CLEAR_FLAG(op, FLAG_ONE_HIT, IVAL);
1015 ^berserk{S} SET_OR_CLEAR_FLAG(op, FLAG_BERSERK, IVAL);
1016
1017 ^can_knockback{S} { /* Some archetypes have these values in them */ }
1018 ^can_parry{S} { /* Probably the pupland archetypes - I imagined */ }
1019 ^can_impale{S} { /* That these are for the new combat code */ }
1020 ^can_cut{S} { /* just ignore for now */ }
1021 ^can_dam_armour{S} { }
1022 ^weapontype{S} op->weapontype = IVAL;
1023 ^tooltype{S} op->tooltype = IVAL;
1024 ^casting_time{S} op->casting_time = (sint16) FVAL;
1025 ^elevation{S} op->elevation = IVAL;
1026 ^smoothlevel{S} op->smoothlevel = IVAL;
1027 ^client_type{S} op->client_type = IVAL;
1028 ^body_{A} set_body_info(op, yytext);
1029 ^duration{S} op->duration = IVAL;
1030 ^range{S} op->range = IVAL;
1031 ^range_modifier{S} op->range_modifier = IVAL;
1032 ^dam_modifier{S} op->dam_modifier = IVAL;
1033 ^duration_modifier{S} op->duration_modifier = IVAL;
1034 ^is_buildable{S} SET_OR_CLEAR_FLAG( op, FLAG_IS_BUILDABLE, IVAL );
1035
1036 ^event_ {
1037 LOG (llevError, "stray event_* in map file, skipping.");
1038 }
1039
1040 <*>(^{WS}$)|\n {/* ignore empty lines, newlines we don't do above */}
1041 #.*\n {}
1042
1043 <<EOF>> {/* If we got an error, return the error. Otherwise, return that we got EOF */
1044 if (lex_error!=0) return lex_error; else return LL_EOF;}
1045 .* { add_key_value(op); }
1046 %%
1047
1048
1049 int yyerror(char *s)
1050 {
1051 LOG(llevError, "%s: %s\n", s, yytext);
1052 return -1;
1053 }
1054
1055
1056 /* Our save file syntax is very simple, so we can use a very simple
1057 * processing mechanism here instead using something like bison
1058 * This skips over the space and returns the value, or "" if no value
1059 * is found. Modified 4/26/2000 to also strip spaces at end of
1060 * line
1061 */
1062 static char *yval()
1063 {
1064 static char *em="";
1065 char *cp,*end;
1066
1067 /* First skip over start of line, like animation or name */
1068 for (cp=yytext; *cp!=' '; cp++) {
1069 if (*cp=='\0') {
1070 return em;
1071 }
1072 }
1073
1074 /* Skip over whitespace */
1075 for (; *cp==' '; cp++) {
1076 if (*cp=='\0') {
1077 return em;
1078 }
1079 }
1080 /* Got last character before null and strip
1081 * off tailing whitespace
1082 */
1083 for (end=cp+strlen(cp)-1; *end==' '; end--) {
1084 if (end==cp) return em;
1085 *end='\0';
1086 }
1087 return cp;
1088 }
1089
1090
1091 /*
1092 * Loads an object from the given file-pointer.
1093 * Variables will be read and parsed and patched into the object
1094 * until the string "end" is reached, or the end of the file.
1095 *
1096 * bufstat is used to determine various file attributes:
1097 * LO_REPATE (0): We are reading from the same buffer as the last call.
1098 * LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions
1099 * will also be reading from this (treasure file, artifacts.)
1100 * LO_NEWFILE (2): This is the first read from a particular file, so the buffers should
1101 * be reset.
1102 * LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null)
1103 *
1104 */
1105
1106 int load_object(object_thawer &fp, object *op, int bufstate, int map_flags) {
1107 int retval;
1108 char inbuf[MAX_BUF];
1109
1110 strcpy(msgbuf, "");
1111 strcpy(lorebuf, "");
1112 if (bufstate==LO_NEWFILE || bufstate==LO_NOREAD) {
1113 /* LOG(llevDebug,"Switching lex buffers\n");*/
1114 yy_delete_buffer(YY_CURRENT_BUFFER);
1115 yy_switch_to_buffer(yy_create_buffer(fp, YY_BUF_SIZE));
1116 if (bufstate==LO_NOREAD) return LL_NORMAL;
1117 }
1118 if (bufstate==LO_LINEMODE) {
1119 YY_BUFFER_STATE yybufstate;
1120 while (fgets(inbuf, MAX_BUF-3, fp)) {
1121 yybufstate=yy_scan_string(inbuf);
1122 retval=lex_load(op, fp, map_flags);
1123 yy_delete_buffer(yybufstate);
1124 if (retval==LL_NORMAL) return retval;
1125 }
1126 LOG(llevDebug,"Got eof while scanning strings\n");
1127 return LL_EOF;
1128 }
1129
1130 retval=lex_load(op, fp, map_flags);
1131
1132 /* LOG(llevDebug," load completed, object=%s\n",op->name);*/
1133 return retval;
1134 }
1135
1136
1137 /* This takes a buffer, scans it for variables, and sets those variables
1138 * as appropriate in op.
1139 *
1140 * This function appears to be used in only 2 places - in crossedit to
1141 * override values and in c_wiz to mutate values.
1142 */
1143 int set_variable(object *op,char *buf) {
1144 YY_BUFFER_STATE yybufstate,yycurbuf=YY_CURRENT_BUFFER;
1145 int retval;
1146 object_thawer thawer (0);
1147
1148 strcpy(msgbuf, "");
1149 strcpy(lorebuf, "");
1150 yy_push_state(INITIAL);
1151 yybufstate=yy_scan_string(buf);
1152 retval=lex_load(op,thawer,0);
1153 yy_switch_to_buffer(yycurbuf);
1154 yy_delete_buffer(yybufstate);
1155 yy_pop_state();
1156 return retval;
1157 }
1158
1159 /* Start of C code */
1160
1161 /* This array equates the FLAG_ values with the V_ values. Use -1 to
1162 * put gaps in the array that should not be processed.
1163 * The order matches the order of the define values in 'define.h'.
1164 */
1165 /* This is a list of pointers that correspond to the FLAG_.. values.
1166 * This is a simple 1:1 mapping - if FLAG_FRIENDLY is 15, then
1167 * the 15'th element of this array should match that name.
1168 * If an entry is NULL, that is a flag not to loaded/saved.
1169 */
1170 static const char *const flag_names[NUM_FLAGS+1] = {
1171 "alive", "wiz", NULL, NULL, "was_wiz", "applied", "unpaid",
1172 "can_use_shield", "no_pick", NULL /* walk_on*/, NULL /* no_pass */, /* 10 */
1173 "is_animated", NULL /* slow_move */,
1174 NULL /* flying */, "monster", "friendly", "generator",
1175 "is_thrown", "auto_apply", "treasure", "player sold", /* 20 */
1176 "see_invisible", "can_roll", "overlay_floor",
1177 "is_turnable", NULL /* walk_off */, NULL /* fly_on */,
1178 NULL /*fly_off*/, "is_used_up", "identified", "reflecting", /* 30 */
1179 "changing", "splitting", "hitback", "startequip",
1180 "blocksview", "undead", "scared", "unaggressive",
1181 "reflect_missile", "reflect_spell", /* 40 */
1182 "no_magic", "no_fix_player", "is_lightable", "tear_down",
1183 "run_away", NULL /*pass_thru */, NULL /*can_pass_thru*/,
1184 "pick_up", "unique", "no_drop", /* 50 */
1185 NULL /* wizcast*/, "can_cast_spell", "can_use_scroll", "can_use_range",
1186 "can_use_bow", "can_use_armour", "can_use_weapon",
1187 "can_use_ring", "has_ready_range", "has_ready_bow", /* 60 */
1188 "xrays", NULL, "is_floor", "lifesave", "no_strength", "sleep",
1189 "stand_still", "random_move", "only_attack", "confused", /* 70 */
1190 "stealth", NULL, NULL, "cursed", "damned",
1191 "see_anywhere", "known_magical", "known_cursed",
1192 "can_use_skill", "been_applied", /* 80 */
1193 "has_ready_scroll", "can_use_rod", NULL,
1194 "can_use_horn", "make_invisible", "inv_locked", "is_wooded",
1195 "is_hilly", "has_ready_skill", "has_ready_weapon", /* 90 */
1196 "no_skill_ident", "is_blind", "can_see_in_dark", "is_cauldron",
1197 "is_dust", "no_steal", "one_hit", NULL, "berserk", "neutral", /* 100 */
1198 "no_attack", "no_damage", NULL, NULL, "activate_on_push",
1199 "activate_on_release", "is_water", "use_content_on_gen", NULL, "is_buildable", /* 110 */
1200 NULL
1201 };
1202
1203
1204 /*
1205 * Initialises the array of variable-names. Needed before any
1206 * objects can be loaded. Called by init_library().
1207 */
1208
1209 void init_vars() {
1210 }
1211
1212 /* This returns a string of the integer movement type */
1213 static char* get_string_move_type(MoveType mt)
1214 {
1215 static char retbuf[MAX_BUF], retbuf_all[MAX_BUF];
1216 int i, all_count=0, count;
1217
1218 strcpy(retbuf,"");
1219 strcpy(retbuf_all," all");
1220
1221 /* Quick check, and probably fairly common */
1222 if (mt == MOVE_ALL) return retbuf_all+1;
1223 if (mt == 0) {
1224 strcpy(retbuf,"0");
1225 return retbuf;
1226 }
1227
1228 /* We basically slide the bits down. Why look at MOVE_ALL?
1229 * because we may want to return a string like 'all -swim',
1230 * and if we just looked at mt, we couldn't get that.
1231 */
1232 for (i=MOVE_ALL, count=0; i!=0; i >>= 1, count++) {
1233 if (mt & (1<<count)) {
1234 strcat(retbuf, " ");
1235 strcat(retbuf, move_name[count]);
1236 } else {
1237 strcat(retbuf_all, " -");
1238 strcat(retbuf_all, move_name[count]);
1239 all_count++;
1240 }
1241 }
1242 /* Basically, if there is a single negation, return it, eg
1243 * 'all -swim'. But more than that, just return the
1244 * enumerated values. It doesn't make sense to return
1245 * 'all -walk -fly_low' - it is shorter to return 'fly_high swim'
1246 */
1247 if (all_count <=1) return retbuf_all+1;
1248 else return retbuf+1;
1249 }
1250
1251
1252 // compare *op against *tmp and output differences
1253 void
1254 put (object_freezer &f, object *op, object *tmp)
1255 {
1256 int i;
1257
1258 /* This saves the key/value lists. We do it first so that any
1259 * keys that match field names will be overwritten by the loader.
1260 */
1261 for (key_value *my_field = op->key_values; my_field != NULL; my_field = my_field->next)
1262 {
1263 /* Find the field in the opposing member. */
1264 key_value *arch_field = get_ob_key_link (tmp, my_field->key);
1265
1266 /* If there's no partnering field, or it's got a different value, save our field. */
1267 if (arch_field == NULL || my_field->value != arch_field->value)
1268 f.put (my_field->key, my_field->value);
1269 }
1270
1271 /* We don't need to worry about the arch's extra fields - they
1272 * will get taken care of the copy_object function.
1273 */
1274
1275 # define CMP_OUT(v) if (op->v != tmp->v) f.put (KW_ ## v, op->v)
1276 # define CMP_OUT2(k,v) if (op->v != tmp->v) f.put (KW_ ## k, op->v)
1277
1278 CMP_OUT (name);
1279 CMP_OUT (name_pl);
1280 CMP_OUT (custom_name);
1281 CMP_OUT (title);
1282 CMP_OUT (race);
1283 CMP_OUT (slaying);
1284
1285 if (op->msg != tmp->msg ) f.put (KW_msg , KW_endmsg , op->msg);
1286 if (op->lore != tmp->lore) f.put (KW_lore, KW_endlore, op->lore);
1287
1288 CMP_OUT (other_arch);
1289 CMP_OUT (face);
1290
1291 if (op->animation_id != tmp->animation_id)
1292 if (op->animation_id)
1293 {
1294 f.put (KW_animation, animations[GET_ANIM_ID (op)].name);
1295
1296 if (!QUERY_FLAG (op, FLAG_ANIMATE))
1297 f.put (KW_is_animated, 0);
1298 }
1299 else
1300 f.put (KW_animation, "NONE");
1301
1302 CMP_OUT2 (str , stats.Str);
1303 CMP_OUT2 (dex , stats.Dex);
1304 CMP_OUT2 (con , stats.Con);
1305 CMP_OUT2 (wis , stats.Wis);
1306 CMP_OUT2 (pow , stats.Pow);
1307 CMP_OUT2 (cha , stats.Cha);
1308 CMP_OUT2 (int , stats.Int);
1309 CMP_OUT2 (hp , stats.hp);
1310 CMP_OUT2 (maxhp , stats.maxhp);
1311 CMP_OUT2 (sp , stats.sp);
1312 CMP_OUT2 (maxsp , stats.maxsp);
1313 CMP_OUT2 (grace , stats.grace);
1314 CMP_OUT2 (maxgrace, stats.maxgrace);
1315 CMP_OUT2 (exp , stats.exp);
1316
1317 CMP_OUT (perm_exp);
1318 CMP_OUT (expmul);
1319
1320 CMP_OUT2 (food , stats.food);
1321 CMP_OUT2 (dam , stats.dam);
1322 CMP_OUT2 (luck , stats.luck);
1323 CMP_OUT2 (wc , stats.wc);
1324 CMP_OUT2 (ac , stats.ac);
1325
1326 CMP_OUT (x);
1327 CMP_OUT (y);
1328 CMP_OUT (speed);
1329 CMP_OUT (speed_left);
1330 CMP_OUT2 (move_state, move_status);
1331 CMP_OUT (attack_movement);
1332 CMP_OUT (nrof);
1333 CMP_OUT (level);
1334 CMP_OUT (direction);
1335 CMP_OUT (type);
1336 CMP_OUT (subtype);
1337 CMP_OUT (attacktype);
1338
1339 for (i = 0; i < NROFATTACKS; i++)
1340 if (op->resist [i] != tmp->resist [i])
1341 f.put (resist_save [i], op->resist [i]);
1342
1343 CMP_OUT (path_attuned);
1344 CMP_OUT (path_repelled);
1345 CMP_OUT (path_denied);
1346 CMP_OUT (material);
1347 CMP_OUT (materialname);
1348 CMP_OUT (value);
1349 CMP_OUT (carrying);
1350 CMP_OUT (weight);
1351 CMP_OUT (invisible);
1352 CMP_OUT (state);
1353 CMP_OUT (magic);
1354 CMP_OUT (last_heal);
1355 CMP_OUT (last_sp);
1356 CMP_OUT (last_grace);
1357 CMP_OUT (last_eat);
1358 CMP_OUT (glow_radius);
1359
1360 if (QUERY_FLAG (op, FLAG_IS_LINKED) && (i = get_button_value (op)))
1361 f.put (KW_connected, i);
1362
1363 CMP_OUT (randomitems);
1364 CMP_OUT2 (container, weight_limit);
1365
1366 CMP_OUT (run_away);
1367 CMP_OUT (pick_up);
1368 CMP_OUT (will_apply);
1369 CMP_OUT (smoothlevel);
1370 CMP_OUT (weapontype);
1371 CMP_OUT (tooltype);
1372 CMP_OUT (elevation);
1373 CMP_OUT (client_type);
1374 CMP_OUT (item_power);
1375 CMP_OUT (duration);
1376 CMP_OUT (range);
1377 CMP_OUT (range_modifier);
1378 CMP_OUT (duration_modifier);
1379 CMP_OUT (dam_modifier);
1380 CMP_OUT (gen_sp_armour);
1381
1382 CMP_OUT (move_type);
1383 CMP_OUT (move_block);
1384 CMP_OUT (move_allow);
1385 CMP_OUT (move_on);
1386 CMP_OUT (move_off);
1387 CMP_OUT (move_slow);
1388 CMP_OUT (move_slow_penalty);
1389
1390 if (!COMPARE_FLAGS (op, tmp))
1391 for (i = 0; i <= NUM_FLAGS; i++)
1392 if (flag_names [i]
1393 && (QUERY_FLAG (op, i) != QUERY_FLAG (tmp, i)))
1394 f.put (flag_names [i], QUERY_FLAG (op, i) ? "1" : 0);
1395
1396 /* Save body locations */
1397 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1398 if (op->body_info[i] != tmp->body_info[i])
1399 f.put (body_locations[i].save_name, op->body_info[i]);
1400 }
1401
1402 /*
1403 * Dumps all variables in an object to a file.
1404 * If bit 0 of flag is set, unpaid objects will be saved. As of now,
1405 * the only place this is not set is when saving the player.
1406 * If bit 1 of flag is set, don't remove the object after save. As of now,
1407 * all of the callers are setting this.
1408 */
1409
1410 void
1411 save_object (object_freezer &fp, object *op, int flag)
1412 {
1413 archetype *at;
1414 object *tmp, *old;
1415
1416 /* Even if the object does have an owner, it would seem that we should
1417 * still save it.
1418 */
1419 if (op->owner != NULL)
1420 return;
1421
1422 /* If it is unpaid and we don't want to save those, just return. */
1423 if (!(flag & 1) && (QUERY_FLAG (op, FLAG_UNPAID)))
1424 return;
1425
1426 if ((at = op->arch) == NULL)
1427 at = empty_archetype;
1428
1429 fp.put (KW_arch, at->name);
1430
1431 put (fp, op, &at->clone);
1432
1433 /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents */
1434
1435 old = NULL;
1436
1437 if (flag & 2)
1438 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1439 save_object (fp, tmp, flag);
1440 else
1441 /* Slightly different logic because tmp/op will be removed by
1442 * the save_object we call. So we just keep looking at op->inv
1443 * until there is nothing left. In theory, the variable old
1444 * should not be needed, as recursive loops shouldn't happen.
1445 */
1446 while ((tmp = op->inv) != NULL)
1447 {
1448 if (old == tmp)
1449 {
1450 LOG (llevError, " Recursive loop in inventory\n");
1451 break;
1452 }
1453
1454 save_object (fp, tmp, flag);
1455 old = tmp;
1456 }
1457
1458 if (!(flag & 2))
1459 {
1460 remove_ob (op);
1461 free_object (op);
1462 }
1463
1464 fp.put (op);
1465 fprintf (fp, "end\n");
1466 }
1467